Manual/PartIV/Map Input

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User Manual: Contents | Guidelines | Blender Version 2.37a
Map Input Panel
Map Input Panel

The Map Input tab controls: 映射输入 页控制:

  • What is the source of the Input Coordinates?

源输入坐标是什么?

  • Where is the top left corner? Where does the Texture begin?

左上角在哪里?纹理从哪里开始?

  • How large is the Texture, how often does it have to be repeated?

纹理多大,重复频率是多少?

  • Do we have multiple points to begin the texture, like at a cube?

是否有多个起始点,例如立方体映射?

  • Will the Texture be rotated?

纹理是否被旋转?

Let's begin with the Button rows at the top. 让我们从顶上一行的按钮开始。

Contents

Source of the Input Coordinates 源输入坐标

  • UV: Uses a special kind of mapping called 'UV' mapping. This is especially useful when using images as textures, as we'll see in [[../UV Mapping]]. So you can use multiple textures with one UV Mapping.

UV: 使用一种特别的称作'UV'的映射。当使用图片作为纹理的时候这特别有用,在[[../UV 映射]]一节中我们将会看到。所以你可以使用具有相同UV映射的多个纹理。

  • Object: Uses an Object as source of coordinates; usually an Empty. The Object name must be specified in the text button on the right. This is the preferred way to place a small image as a logo or whatever at a given point on the object. It is also nice to create a ticker, if you animate the object that is the source for the input coordinates.

物体: 使用物体作为源坐标;通常是一个辅助对象(Empty)。物体名称必须在右边的文本框中指定。这是将一张小图片贴在一个物体上某个位置上作为logo的推荐方法。 创建一个ticker也不错,……(这里很难翻译)

  • Glob: Uses Blender Global 3D coordinates. This is also usefull for animations. If you move the object, the texture moves across it. Nice to let objects appear or disappear at a certain position in space.

全局: 使用Blender的全局三维坐标。这对制作动画也很有用。假如你移动一个物体,纹理跟着穿越。让物体在空间的某个位置显示或隐藏也很好。

  • Orco: Uses the Object local, original, coordinates.

Orco: 使用物体的局部,原始坐标。

  • Stick: Uses the Object local, sticky, coordinates. If you have made Sticky coordinates first (F9->Mesh Panel->Sticky Button), the texture is rendered in camera view (so called "Camera Mapping").

固定: 使用物体的局部,固定坐标。如果你已经先创建了“固定”坐标(F9->Mesh Panel->Sticky 按钮),纹理在照像机视图中被渲染(所以称为“照像机映射”)。

  • Win: Uses the rendered image window coordinates. This is well suited to blending two objects.

窗口: 使用渲染图片窗口的坐标。这在混合两个物体的场合非常适用。

  • Nor: Uses the direction of the normal vector as coordinates. This is very useful when creating certain special effects (see below).

法向: 使用法向量的方向作为坐标。这在创建某些特效时非常有用(见下文)。

  • Refl: Uses the direction of the reflection vector as coordinates. You will need this input when Environment Mapping.

反射: 使用反射向量的方向作为坐标。环境映射需要这种输入。

Incidence Angle dependent Textures 入射角无关纹理

I will mention the limitation of this technique right away: this will be no real Fresnel effect, because it is dependent on the camera angle - not really the incidence angle. But it works similar to Fresnel, when the camera is not to close to the surface or the face is relatively small compared to the camera. It works well with spheres but not so well with large planes. 我将立即指出这个技术的局限性:这不会有真实的菲涅尔效应,因为它依赖照相机的角度 - 而不是实际的入射角。当照相机离曲面不太近或者面相对于照相机来说比较小的时候,但它与菲涅尔非常相似。球体会表现的很好但大平面却不那么好。

Material settings for incidence dependent Alpha
Material settings for incidence dependent Alpha

As an example we will fake Fresnel Alpha. Of course you can do better with the corresponding slider, but with this technique we can change every Map To channel - not just Alpha. Therefore we use Alpha just for comparison reasons here. 我们将仿造菲涅尔效应(Alpha)作为一个例子。当然你可以使用相关的滑块作的更好,但使用这个技术我们可以修改通道的每个映射-而不仅仅是Alpha。因此我们在这里使用Alpha仅仅为了比较的原因。

Create a new material and set the Alpha Value in the Material Panel to 0.04. Turn on ZTranps in the MirrorTransp Panel (Material settings for incidence dependent Alpha). 创建一个新材质然后设置 Material 面板上的 Alpha 值为0.04。打开MirrorTransp面板上的ZTranps开关(“入射角无关Alpha的材质设置”)。


Texture settings for incidence dependent Alpha
Texture settings for incidence dependent Alpha

Now add a new texture and set Map Input to Nor. Select -/-/Z coordinates. Under Map To, select Alpha only (Texture settings for incidence dependent Alpha). 现在添加一个新纹理然后设置 映射输入法向。选择-/-/Z坐标。在 映射输入上下文中, 只选择 Alpha (“入射角无关Alpha的纹理设置”)。

Under the Texture Buttons (F6) choose the Blend Texture Type. Then in the Blend buttons choose the Sphere type. We could discuss the Blend effect in detail by using the Colorband, but this example shows only the principle. 在 Texture Buttons (F6) 上下文中选择 混合 纹理类型。然后在混合按钮中选择 球体类型。我们可以使用色带详细讨论 混合效果,但这个例子仅仅展示原理。


Faked Fresnel Effect 仿造的菲涅尔效应
Faked Fresnel Effect 仿造的菲涅尔效应
Real Fresnel Effect 真实的菲涅尔效应
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Real Fresnel Effect 真实的菲涅尔效应

You clearly can see how the plane becomes (96%) transparent if you view it directly perpendicular (Faked Fresnel Effect). For comparison "real" Fresnel (Real Fresnel Effect). 如果你垂直的观察平面,你可以清晰的看出它变得透明(96%)(“仿造的菲涅尔效应”)与(“真实的菲涅尔效应”)对比。


Instant Professionalism 速成专家

We will get a nice effect if we change this technique a bit. Under Map To select Ref and/or some Emit. Set the texture blending mode to Add. Since you get instant super light crispyness on your object (and it's very easy to achieve) it jestingly was called "Instant Professionalism". 如果我们稍微改变一下这个技术,就可以得到更好的效果。在映射输入中选择反射并且/或者Emit。设置纹理混合模式为 累加。因为你在你的物体上立即得到了高级的灯光特效(它很容易达到)所以它被玩笑的称作“速成专家”

With "Instant Professionalism".
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With "Instant Professionalism".
Without "Instant Professionalism"
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Without "Instant Professionalism"


Slope Dependent Textures 坡度依赖纹理

A very similar technique can be used to create textures that are dependent on the slope of the terrain. Use a linear Blend texture with a colorband (Texture settings for slope dependent textures)) 一个非常相似的技术可以被用于创建依赖于地形坡度的纹理。使用一个线性的色带 混合的纹理(“坡度依赖纹理的纹理设置”)

Texture settings for slope dependent textures.
Texture settings for slope dependent textures.

Use this blend texture as a Stencil map which will keep the "Steep" Texture (Material settings for slope dependent textures). With the shown settings the terrain rises in Z-Direction.

Material settings for slope dependent textures.
Material settings for slope dependent textures.

用这种混合纹理作为一个 模板 映射,用来保证陡峭的纹理(“坡度依赖纹理的材质设置”)。使用如图显示的设置,地形在Z轴方向升起

Height Dependent Textures

You may also create textures that are dependent on the vertex position in respect to a certain axis (height dependent). Simply set Map Input to Glob, the input coordinates to Z/Z/Z. Now you can use a stencil texture to part a position "below" from a position "above". Colorbands allow you to adjust the softness of the transition. You could use a similar technique to create some color variations directly with a texture. Even contour lines would be possible - either with a custom colorband or with a partially transparent image texture with vertical lines. 你也可以创建这样的纹理:它依赖于顶点在特定坐标轴上的位置(通常是高度)。只需设置Map InputGlob,输入坐标为Z/Z/Z。现在你就能够使用一个蜡版纹理从一个“上”位置中分隔出一个“下”位置。色带允许你调整渐变的柔和程度。你可以使用相似的技术通过一个纹理直接创建一些颜色变量、甚至是轮廓线——使用自定义色带或者带有垂直线的部分透明的图片纹理。

Single sided faces (Backface Culling)

In Blender we don't realy have single sided faces. But we can make them transparent from one side. Using Map Input type Nor will help us. 在Blender中我们并不能真正拥有单边面。但是我们能够将它们的一面变成透明。使用Map InputNor 类型可以帮助我们实现这一目标。

No Vertex normal flip.
No Vertex normal flip.

At first we will set No V. normal flip in the Mesh Panel of the Editing buttons (F9). Because Blender normally renders double-sided, the direction of the normal (towards the front or the back) is automatically corrected during rendering. This option turns this automatic correction off. Be sure the face normals are set consistently in the same direction (CTRL-N in EditMode). 首先我们在EditingMesh面板中按下No V. normal flip。因为Blender通常渲染两面,法线方向(朝前和朝后)会在渲染过程中自动修正。该选项关闭这一自动修正功能。确认面法线被设置成同一方向(编辑模式下按CTRL+N)。
Now (again), set Map Input to Nor and change the mapping to Z/-/- (Texture settings for Backface Cullling). We will use a linear Blend texture, mapped to Alpha. Also, set DVar to 0 (totally transparent). Since we use a colorband with the Blend texture, we have to set No RGB. 现在再一次设置Map InputNor,并且改变映射为Z/-/-(针对背面选择的纹理设置)。我们将使用一个线性的映射到AlphaBlend纹理。同时将DVar设置为0(全透明)。既然我们使用带有Blender纹理的色带,我们必须选中No RGB

Texture settings for Backface Culling,
Texture settings for Backface Culling,

And now for the last step - the custom blend (you could use an image texture as well of course). The left half (0 - 0.500) is white, the right half (0.501 - 1.000) is black. 到了最后一步了——定制blender(你当然可以使用一幅图片作为纹理)。左半部分(0 - 0.500)白色,右半部分(0.501 - 1.000)黑色。

The Blend Texture for Backface Culling.
The Blend Texture for Backface Culling.

Now the rendered faces are transparent from one side. As always with transparent materials you have to turn ZTransp or Ray Transp on, to see things behind your object instead of only the world background. 现在渲染后的面一边是透明的。使用透明材料时你通常应该设定ZTransp或者Ray Transp,这样你就可以看到当前对象后面的物体,而不仅仅是后面的场景。

2D to 3D Mapping

The Image texture is the only true 2D texture, and is the most frequently used and most advanced of Blender's textures. The standard, built-in bump mapping and perspective-corrected mip-mapping, filtering, and anti-aliasing guarantee outstanding images (set DisplayButtons OSA to ON for this). Because pictures are two-dimensional, the way in which the 3D texture coordinate is translated to 2D must be specified in the mapping buttons. 图片纹理是唯一真实的二维纹理,并且是使用最频繁和最高级的Blender纹理。内建的冲突映射和透视修正后的mipmap、滤波和反走样保证了出色的图像质量(为此必须有效OSA)。因为图片都是二维的,所以必须在mapping按钮中指定三维纹理坐标转换成二维纹理坐标的方法。

The four standard mappings are: Flat, Cube, Tube and Sphere. Depending on the overall shape of the object, one of these types is more useful. 四个标准映射方法是:FlatCubeTubeSphere。最合适的映射类型依赖于对象不同的整体形状。

Flat Mapping.
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Flat Mapping.
  • The Flat mapping (Flat Mapping. ) gives the best results on single planar faces. It does produce interesting effects on the sphere, but compared to a sphere-mapped sphere the result looks flat. On faces that are not in the mapping plane the last pixel of the texture is repeated, which produces stripes on the cube and cylinder.
  • 平面映射是单平面最好的选择。它也能在球体上产生感兴趣的效果,但是相对球体映射,平面映射在用于球体时显得扁平一些。


Cube Mapping.
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Cube Mapping.
  • The cube-mapping (Cube Mapping. ) often gives the most useful results when the objects are not too curvy and organic (notice the seams on the sphere).
  • 立方体映射(Cube Mapping. )常常用于曲线程度不高的对象和结构简单的对象,而不是不是复杂的形状组合(注意图中球体的接缝)。


Tube Mapping.
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Tube Mapping.
  • The tube-mapping (Tube Mapping. ) maps the texture around an object like a label on a bottle. The texture is therefore more stretched on the cylinder. This mapping is of course very good for making the label on a bottle or assigning stickers to rounded objects. However, this is not a cylindrical mapping so the ends of the cylinder are undefined.
  • 管体映射(Tube Mapping. )将纹理围绕着一个对象进行映射(就像瓶子的标签)。纹理因此在圆柱上显得更为伸展。这种映射当然在处理瓶子的标签或者对象的附着物时效果很好。然而它不是柱面映射,因此柱面底部的效果无法保证。


Sphere Mapping.
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Sphere Mapping.
  • The sphere-mapping (Sphere Mapping. ) is the best type for mapping a sphere, and it is perfect for making planets and similar objects. It is often very useful for creating organic objects. It also produces interesting effects on a cylinder.
  • 球体映射(Sphere Mapping. )是映射球体时的最佳选择,在构造星球和类似物体时也是完美的。它常常用于组合对象,在柱面映射时也有不错的效果。


Coordinate Offset, Scaling and Transformation

坐标偏移、缩放和平移

  • Ofs: Coordinates can be translated by assigning an offset. Enlarging of the Ofs moves the texture to top left.
  • Ofs: 坐标可以通过指定一个偏移来进行转换。增加偏移会使纹理想左上方移动。
  • Size: Scaling of the texture. The texture is as often repeated as sized here.
  • Size:缩放纹理。纹理通常在缩放后被重复。
  • X,Y,Z: Changes the X, Y and Z coordinates. You can also switch of the respective coordinate.
  • X,Y,Z:改变XYZ坐标,你也可以分别切换坐标。
Moving a texture 移动纹理:

As described in the previous section you can manipulate the texture in the texture part of the MaterialButtons. There is one more important feature to manipulate the textures. When you select an object and press TKEY, you get the option to visually scale and move the texture space, but not to rotate the texture. The Object coordinate mapping is anyway much more flexible. 正如之前章节描述的那样,你可以在材料按钮(MaterialButtons)的纹理部分处理纹理。另外还有一个更重要的特性用于处理纹理。当你选择一个对象并按下TKEY键,你就可以选择缩放和移动纹理,但是不能旋转纹理。Object坐标映射更加灵活。

If you want to switch off this changing of the texture space, use the AutoTexSpace button in the Link and Materials Panel in the Editing context (F9). 如果你想切换纹理空间的变化,在Editing context (F9)上下文中,使用Link and Materials面板的AutoTexSpace按钮。

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