Manual/PartIV

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User Manual: Contents | Guidelines | Blender Version 2.37a

PART IV - TEXTURES

Some Metal. Image from the releasenotes of version 2.33.
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Some Metal. Image from the releasenotes of version 2.33.

The material settings that we've seen up to now produce nice, smooth, uniform objects. Of course, such objects are never true to reality, where disuniformities are most common. Blender accounts for these disuniformities, whether in color, reflective or specular power, roughness, and so on, via textures.

到目前为止我们已经看到了材质设置产生了良好的,光滑的, 均匀的 物体。 当然,这样的物体在现实中是不存在的,现实中最通常的物体是表面不均匀的。借助 贴图,Blender考虑到了这些不均匀的情况, 不论是颜色,还是反射或高光强度以及粗糙度等等。

This may either be procedural textures (Some metal), i.e. textures that are created by a mathematical formula, images, or environment maps to create the impression of reflections and refractions.

这可能是程序纹理 (某些金属)即通过数学公式创建的纹理,图片或者环境映射来制造对反射和折射的效果。

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