Manual/PartIV/Map To
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The top rows of the Map To Panel shows the toggle buttons which determine which characteristic of the material will be affected by the texture. Some of these buttons are three state buttons, meaning that the texture can be applied as positive or negative. All of these buttons are independent. Map To 面板的顶部行显示了的开关按钮决定了哪些材料属性将被纹理影响。其中的部分按钮是三态按钮,意味着纹理可以被作为正向纹理或是负向纹理被应用。所有这些按钮都是独立的。
The result is also dependent from the type of input value. A texture may carry Intensity Information (0-255), Transparency (0-255), RGB Color (3*0-255) or Normal Vectors (either Bump or real Normals, see Section [[../Bump and Normal Maps/]]). Some of the variants are shown below.
映射结果还和输入值相关。一个纹理可以携带亮度信息(0-255)、透明度(0-255)、RGB颜色(3*0-255)或者法线向量(冲突或是真实法线,参见[[../冲突和法线映射/]])。一些变量显示如下
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Map To Settings 设置
- Col: (on/off) Uses the texture to alter the Material color.
- 颜色: (开/关) 使用纹理改变材料的颜色
- Nor: (off/positive/negative) Uses the texture to alter the direction of the local normal. This is used to fake surface imperfections or unevenness via bump mapping, or to create reliefs.
- 法线: (关/正值/负值) 使用纹理改变本地法线的方向。用于通过冲突映射来模拟表面斑点、不平坦效果或是创建浮雕
- 镜面反射颜色: (on/off) Uses the texture to alter the Specular color.
- Csp: (开/关) 使用纹理来改变镜面反射颜色
- Cmir: (on/off) Uses the texture to alter the Mirror color. Works only with Reflectionmaps.
- Cmir: (开/关) 使用纹理来改变镜面颜色。只用于反射映射
- Ref: (on/off/neg) the value of the diffuse reflection.
- Ref: (开/关/负值) 散射反射值
- Spec: (on/off/neg) the value of the specular reflection.
- Spec: (开/关/负值) 镜面反射值
- Amb: (on/off/neg) the Ambient parameter.
- Amb: (开/关/负值) 环境参数
- Hard: (on/off/neg) the Hardness parameter. A DVar of 1 is equivalent to a Hardness of 130, a DVar of 0.5 is equivalent to a Hardness of 65.
- Hard: (开/关/负值) 硬度参数。 DVar 值为 1 相当于硬度参数为 130, DVar 值为 0.5 相当于硬度参数为 65
- RayMir: (on/off/neg) Ray-Mirror parameter (only for Raytracing).
- RayMir: (开/关/负值) 镜面放射参数(仅用于发射追踪)
- Alpha: (on/off/neg) the Transparency of the material. See Use Alpha for Object Transparency.
- Alpha: (开/关/负值) 材料透明度。参见 Use Alpha for Object Transparency 为对象透明度使用Alpha值.
- Emit: (on/off/neg) the Emit parameter.
- Emit: (开/关/负值) 发射参数
- Translu: (on/off/neg) the Translucency parameter.
- Translu: (开/关/负值) 半透明参数
- Disp: (on/off/neg) to create [[../Displacement Maps/]].
- Disp: (开/关/负值) 创建 [[../Displacement Maps 置换映射/]].
Common Settings 通用设置
- Stencil: Usefull for semitransparent textures and "Dirt Maps". The texture is used as a mask for all following textures. See example below (Stencil). Black sets the pixel to "untexturable".
- Stencil 蜡版: 用于半透明纹理和“痕迹映射”。该纹理作为之后所有纹理的屏蔽。请看下面的例子(Stencil)。黑色将像素设置为“无法纹理化”。
- Neg: The effect of the Texture is reversed. Normally white means on, black means off, Neg reverses that.
- Neg 负值: 纹理效果相反。例如白色意味着开,黑色意味着关,设定 Neg 就会将效果颠倒
- No RGB: With this option, an RGB texture (affects color) is used as an Intensity texture (affects a value).
- No RGB 为RGB: 使用该选项,一个RGB纹理(影响颜色)就被用作亮度纹理(影响值)
- DVar: Destination Value (not for RGB). The value with which the Intensity texture blends with the current value. Two examples:
- DVar 目标值: 目标值(不用于RGB)。该值被亮度纹理用于渲染。两个例子:
- The Emit value is normally 0. With a texture mapped to Emit you will get maximal effect, because DVar is 1 by default. If you set DVar to 0 no texture will have any effect.
- Emit 发射 值通常为0。纹理映射到Emit时,你将获得最大效果,因为 DVar缺省为1。如果你将DVar设置为0,则没有纹理会有效果。
- If you want transparent material, and use a texture mapped to Alpha, nothing happens with the default settings, because the Alpha value in the Material panel is 1. So you have to set DVar to 0 to get transparent material (and of course ZTransp also). This is a common problem for beginners. Or do it the other way round - set Alpha to 0 and leave Dvar on 1. Of course the texture is used inverted than.
- 如果你想要透明材料,并且使用一个映射到Alpha的纹理,那么缺省设置不会得到你想要的效果,因为Material面板的Alpha值为1。所以你必须设置DVar为0以获得透明材料(当然不要忘记将ZTransp也设置为0)。这是一个初学者经常遇到的问题。或者通过另一条途径——设置Alpha为0,并且保持Dvar为1。当然纹理应该被倒转使用。
- Mix: The texture Blending Mode. This works similar to the Layer Modes in Gimp or Photoshop.
- Mix: 纹理渲染模式。类似于Gimp或是Photoshop中的层模式
- Col: The extent to which the texture affects colour.
- Col: 纹理对颜色的影响程度
- Nor: The extent to which the texture affects the normal. Affects Normal, Bump and Displacement Maps.
- Nor: 纹理对法线的影响程度。影响法线,冲突和置换映射
- Var: The extent to which the texture affects the other values.
- Var: 纹理影响其他值的程度
- Disp: The extent an intensity texture changes the displacement. See section [[../Displacement Maps/]].
- Disp: 亮度纹理改变置换的程度。参见[[../Displacement Maps 置换映射/]].
- Warp and fac change following textures (Warp).
- Warp fac 对后续纹理的改变(Warp).
Input values and results 输入值和结果
I've used The input file to demonstrate the impact of different input values. The color of the underlying plane is magenta (R=1,G=0,B=1). Map To Col, Map To color of the texture is yellow (R=1, G=1, B=0). 我使用了输入文件来演示不同输入值的效果。底面颜色为洋红(红=1,绿=0,蓝=1)。纹理的Map ToCol,Map To颜色为黄色(红=1,绿=1,蓝=0)
Normally the color of the texture is opaque. If you Use Alpha with the image texture the alpha information of the image is evaluated. This will not make the material transparent, only the texture! So these pixels show the underlying material color (Use Alpha). 通常纹理的颜色是不透明的。如果你为图片纹理设置Use Alpha,则图片的Alpha信息会被检索。这不会使材料变得透明,而仅仅是纹理变得透明!所以这些像素显示了底面材料的颜色(Use Alpha)
No RGB shows the result of the respective setting. The RGB texture is used as an Intensity texture. White produces the "Map To" color.
No RGB 非RGB 显示每个设置的结果。RGB纹理作为亮度纹理使用。白色产生“映射输出”颜色。
Neg invertes the respective values. Neg 负值 反转每个值
Multiple Textures 多纹理
Basically every texture is opaque to the textures above it. This is no problem, if one texture is for example mapped to color, the other mapped to alpha etc. 原始状态下每个纹理对于覆盖它的其他纹理而言都是不透明的。这不会导致任何问题,例如如果一个纹理映射到颜色,其他的就映射到Alpha。
But how to confine a texture to a certain area, or create a smooth blending between textures? 但是如何限制一个纹理只作用于指定的区域,或是在两个纹理之间创建一个平滑的渲染呢?
If you want to give a Mesh multiple materials see instead Multiple Materials. 如果你想为一个网格设置多个材料请参见Multiple Materials。
Stencil 蜡版
The Stencil mode works similar to a layer mask in a 2D program. The effect of a stencil texture can not be overridden, only extended. You need an intensity map as input. Stencil模式类似于二维程序中的层。蜡版纹理的效果不能被覆盖,只能被扩展。你需要一个亮度映射作为输入。
Let's look at an example. 让我们来看一个例子。
屏蔽是黑色则后续的纹理没有任何效果。蜡版需要亮度作为输入,所以如果你想使用没有Alpha的图片或是有色带的纹理(比方说带色带的Blend纹理),你必须使用No RGB。
You can blend two textures if you use a blend texture as stencil map (Stencil map with a radial blend).
如果你使用一个渲染纹理作为蜡版映射(放射渲染的蜡版映射),你可以渲染两个纹理。
Warp
The option Warp allows textures to influence/distort the texture coordinates of a next texture channel. The slider fac defines the amount of the influence. 选项 Warp允许纹理影响/扭曲下一个纹理管道的纹理坐标。 滑动块fac量化这个影响的程度。
The distortion remains active over all subsequent channels, until a new Warp has been set. Setting the fac at zero cancels out the effect. 扭曲保留了所有后续管道的活动,知道设定一个新的Warp。设定fac为0,则取消这些效果。
A more interesting example from the releasenotes of version 2.36 (Cornelius as a Warp Factor). The normal map of Cornelius (The same Texture for Normal and Warp mapping) was used as normal map as well as warp texture in channel 1. The checkerboard texture is used in channel 2.
2.36版本有一个更有趣的例子(作为扭曲因子的Cornelius)。Cornelius的法线映射(相同的Normal纹理和Warp映射)被用作管道1的扭曲纹理的法线映射。
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