Manual/PartIV/Procedural Textures
Wikipedia,自由的百科全书
Procedural textures are textures that are defined mathematically. They are generally relatively simple to use, because they don't need to be mapped in a special way - which doesn't mean that procedural textures can't become very complex. 程序纹理是数学定义的纹理。他们通常使用起来更简单,因为不需要使用特定方式映射——这并不意味着程序纹理不能变得很复杂
These types of textures are 'real' 3D. By that we mean that they fit together perfectly at the edges and continue to look like what they are meant to look like even when they are cut; as if a block of wood had really been cut in two. Procedural textures are not filtered or anti-aliased. This is hardly ever a problem: the user can easily keep the specified frequencies within acceptable limits. 这些纹理类型是真实的三维概念。我们之所以这么说,是因为它们在边界上能够那完美地融合,使得在剪切时看上去也很平滑;就像一块木头被一分为二。程序纹理没有过滤和反走样。这通常不是问题:用户能够很容易地在可接受的限制范围内保持指定的频率。
| Setting the Size 设置大小: Use the size buttons in the Map Input Panel to set the size of Prozedural Textures.使用Map Input面板中的尺寸按钮来设置程序纹理的尺寸 |
Procedural textures can either produce colored textures, intensity only textures, textures with alpha values and normal textures. If intensity only ones are used the result is a black and white texture, which can be greately enhanced by the use of colorbands. If on the other hand you use colorbands and need an intensity value, you have to switch on No RGB in the Map To panel. 程序纹理既能够产生颜色纹理,也能够单一亮度纹理,alpha纹理和法线纹理。如果仅使用亮度纹理,结果就是黑白纹理(它可通过使用色带被极度增强)。从另一方面说,如果使用色带的同时需要一个两度之,你必须有效Map To面板的No RGB设置。
Almost all procedural textures in Blender use derivatives for calculating normals for texture mapping (with as exception Blend and Magic). This is important for Normal and Displacment Maps. The strenght of the effect is controlled with the Nabla Number Button. Blender中几乎所有的程序纹理都使用派生于纹理映射的法线计算(Blend和Magic除外)。这对置换映射和法线映射是很重要的。效果的大小通过Nabla数字按钮控制。
The non procedural textures are greyed out in The Texture Type list. 非程序纹理在Texture Type 纹理列表中灰色显示。
All examples below are created using several textures, in each case one important aspect is made with the respective procedural. 下面的所有例子都是使用几个纹理创建的,每个例子中都有一个重要的面使用程序纹理。
Contents |
Noise Basis 噪声基础
Each noise-based Blender texture (with the exception of Voronoi and simple noise) has a Noise Basis setting that allows the user to select which algorithm is used to generate the texture. This list includes the original Blender noise algorithm. To give you an idea about the different types, I've listed a picture of each type as basis for a Clouds texture. The Noise Basis governs the structural appearance of the texture. 每个基于噪声的Blender纹理(除了Voronoi和简单噪声之外)都有一个Noise Basis设置,允许用户选择创建纹理的算法。这个列表包括原始Blender噪声算法。为了给用户形象地描述不同的噪声类型,下表罗列了基于不同噪声类型的Clouds纹理。Noise Basis控制纹理的结构化表现。
There are two more possible settings for Noise Basis, which are relatively similar to Blender Original: 对于Noise Basis有两个更通用的设置,类似Blender Original:
- Improved Perlin 改进Perlin
- Original Perlin 原始Perlin
The Noise Basis settings makes the procedural textures extremly flexible (especially Musgrave). Noise Basis设置使程序纹理特别灵活(尤其是Musgrave)。
Clouds 云
- Often used for: Clouds, Fire, Smoke. Well suited to be used as Bumpmap, giving an overall irregularity to the material.
- 通常用于:云、火、烟。假使给定一个特别不规则的材料,是冲突映射的首选
- Resulttype(s): Intensity (Default) or RGB-Color (Color)
- 结果类型:亮度(Default 缺省)或者RGB颜色(Color 颜色)
- Usage:
- 用途:
- Default 缺省: The standard Noise, gives an Intensity.
- 缺省: 标准噪声,给出一个亮度
- Color 颜色: The Noise gives an RGB value.
- Color:噪声给出一个RGB值
- Soft Noise, Hard Noise 软硬噪声: There are two methods available for the Noise function.
- 软硬噪声:噪声函数有两种可用方法
- NoiseSize 噪声大小: The dimension of the Noise table. 噪声表的维度
- 噪声大小:噪声表的维度
- NoiseDepth 噪声深度: The depth of the Cloud calculation. A higher number results in a long calculation time, but also in finer details. 云计算的深度。一个更大的值会导致很长的计算时间,但是效果更逼真
- 噪声深度: 云计算的深度。一个更大的值会导致很长的计算时间,但是效果更逼真
- Generation: In this case, a three-dimensional table with pseudo random values is used, from which a fluent interpolation value can be calculated with each 3D coordinate (thanks to Ken Perlin for his masterful article "An Image Synthesizer", from the SIGGRAPH proceedings 1985). This calculation method is also called Perlin Noise. In addition, each noise-based Blender texture (with the exception of Voronoi and simple noise) has a new "Noise Basis" setting that allows the user to select which algorithm is used to generate the texture.
- 创建:这种情况下,使用一个带伪随机值的三维表,用于计算平滑地计算每个三维坐标的插值(感谢Ken Perlin的大作“图像合成”,1985年度SIGGRAPH学报)。
- Examples:
- 例子:
Marble 大理石
- Often used for: Marble, Fire, Noise with a structure.
- 通常用于:大理石、火、结构噪声
- Resulttype(s): Intensity value only.
- 结果类型:仅亮度值
- Usage:
- 用途:
- Soft, Sharp, Sharper: Three pre-sets for soft to more clearly defined Marble.
- 软、锐、更锐: 三个软预设用来更加清晰地定义大理石
- Soft Noise, Hard Noise: The Noise function works with two methods.
- 软硬噪声: 噪声函数以两种方法工作
- NoiseSize: The dimensions of the Noise table.
- 噪声大小: 噪声表维度
- NoiseDepth: The depth of the Marble calculation. A higher value results in greater calculation time, but also in finer details.
- 噪声深度: 大理石计算深度。一个更大的值导致更多的计算时间,但是效果也更逼真
- Turbulence: The turbulence of the sine bands.
- 乱纹: 正玄乱纹
- Generation: In this case, bands are generated based on a sine formula and Noise turbulence.
- 创建:这种情况下,带的创建基于一个正玄公式和噪声乱纹
- Examples:
- 例子:
Stucci 灰泥
- Often used for: Stone, Asphalt, Oranges. Normally for Bump-Mapping to create grainy surfaces.
- 通常用于:石头、沥青、桔子。一般用于冲突映射以闯将粒状表面
- Resulttype(s): Normals.
- 结果类型:法线
- Usage:
- 用途:
- Plastic: The standard Stucci.
- 塑料:标准灰泥
- Wall In, Wall out: This is where Stucci gets it name. This is a typical wall structure with holes or bumps.
- 墙内墙外: 这是灰泥名字的由来。一个典型的有凹凸的墙结构
- Soft Noise, Hard Noise: There are two methods available for working with Noise.
- 软硬噪声: 有两种噪声方法
- NoiseSize: The dimension of the Noise table.
- 噪声大小: 噪声表维度
- Turbulence: The depth of the Stucci calculations.
- 乱纹: 灰泥计算深度
- Generation: Noise based.
- 创建:基于噪声
- Examples:
- 例子:
Wood 木头
- Often used for: Wood.
- 通常用于:木头
- Resulttype(s): It returns an Intensity value only.
- 结果类型:仅返回一个亮度值
- Usage:
- 用途:
- Bands: The standard Wood texture.
- 带: 标准木质纹理
- Rings: This suggests 'wood' rings.
- 环: 建议的木环
- BandNoise: Applying Noise gives the standard Wood texture a certain degree of turbulence.
- 带噪声: 应用噪声使标准木质纹理带有一些乱纹
- RingNoise: Applying Noise gives the rings a certain degree of turbulence.
- 环噪声: 应用噪声使环带有一些乱纹
- Soft Noise, Hard Noise: There are two methods available for the Noise function.
- 软硬噪声: 有两种噪声方法
- NoiseSize: The dimension of the Noise table.
- 噪声大小: 噪声表维度
- Turbulence: The turbulence of the BandNoise and RingNoise types.
- 乱纹: 带噪声和环噪声的计算深度
- To be honest, it's not so easy to create realistic looking wood with procedural textures. You need an empty as coordinates input to stretch the texture in the right direction.
- 老实说,使用程序纹理创建一块看起来逼真的木头可不简单。泥需要一个空坐标输入来向右延展纹理
- Generation: In this case, bands are generated based on a sine formula. You can also add a degree of turbulence with the Noise formula.
- 创建:在这种情况下,带基于正玄公式创建。泥也可以使用噪声公式来增加一些乱纹
- Examples:
- 例如:
See the section Tutorials/Textures/Wood for a method to create procedural wood. 参见指南/纹理/木头创建程序化木头的方法。
Magic 魔术
- Often used for: This is difficult, it was hard to find an application whatsoever. One could use it for "Thin Film Interference", if you set Map Input to Refl and use a relatively high Turbulence.
- 通常用于:这很难说,也很难找到一个这样的应用程序。如果你设置映射输入为反射1并且使用较高的乱纹,那么“魔术”可以用于创建“瘦胶片干扰”,
- Resulttype(s): RGB
- 结果类型:RGB
- Usage:
- 用途:
- Depth: The depth of the calculation. A higher number results in a long calculation time, but also in finer details.
- 深度: 计算深度。一个较大的值会导致很长的计算时间,但是能得到逼真的效果。
- Turbulence: The strength of the pattern.
- 乱纹: 式样深度
- Generation: The RGB components are generated independently with a sine formula.
- 创建:使用正玄公式独立地创建RGB成分
- Examples:
- 例子:
I've used two Magic Textures in "Thin Film Interference" with Magic Texture. Both use the same texture with Depth 4, Turbulance 12. Both have Map Input set to Refl. The first texture is mapped to Nor, the second to Col.
我已经在“瘦胶片冲突”中使用了两个Magic纹理。它们都使用深度为4、乱纹为12的纹理,都将纹理输入设置为反射l。第一个纹理映射到法线,第二个纹理映射到列
Blend
- Often used for: This is one of the most important procedural textures. You can use blend textures to blend other textures together (with Stencil), or to create nice effects (especially with the Map Input: Nor trick). Just remember: if you use a colorband to create a custom blending, you may have to use No RGB, if the Map To value needs an intensity input!
- 通常用于:最重要的程序纹理。你可以将blender纹理和其他纹理一起使用(蜡版),或者创建创建上佳的效果(特别是和映射输入:法线技巧一起使用)。只是记住:使用色带创建一个定制的渲染时,如果映射输出值需要一个亮度输入时,你可能必须使用非RGB!
- Resulttype(s): Intensity.
- 结果类型:亮度
- Usage:
- 用途:
- Lin: A linear progression.
- 线性: 线性渐进
- Quad: A quadratic progression.
- 二次: 二次渐进
- Ease: A flowing, non-linear progression.
- 轻松: 平滑的非线性渐进
- Diag: A diagonal progression.
- 对角线: 对角线渐进
- Sphere: A progression with the shape of a three-dimensional ball.
- 球体: 三维球体形状的渐进
- Halo: A quadratic progression with the shape of a three-dimensional ball.
- 光环: 三维球体形状的二次渐进
- Flip XY: The direction of the progression is flipped a quarter turn.
- XY翻转: 渐进方向90度翻转
- Generation: It generates a progression.
- 创建:创建渐进
- Examples:
- 例子:
Noise 噪声
- Often used for: White noise in an animation. This is not well suited if you don't want an animation. For material roughness take clouds instead.
- 通常用于:动画中的白噪声。如果你不需要动画则最好不要使用噪声。对于粗糙的材料应该使用云
- Resulttype(s): Intensity.
- 结果类型:亮度
- Usage: There is no panel and no button. Just switch it on.
- 用途:没有面板和按钮。只是有有效/无效状态
- Generation: Although this looks great, it is not Perlin Noise! This is a true, randomly generated Noise. This gives a different result every time, for every frame, for every pixel.
- 创建:虽然看上去很厉害,但这还不是Perlin噪声!这是真实的随机构造的噪声。每次的结果、每帧的结果和每个像素的结果都不同。
Musgrave
- Often used for: Organic materials, but it's very flexible. You can do nearly everything with it.
- 通常用于:桔子材料,但是它很灵活。你几乎可以用它左任何事情。, but it's very flexible. You can do nearly everything with it.
- Resulttype(s): Intensity.
- 结果类型:亮度
- Usage: This procedural texture has five noise types on which the resulting pattern can be based and they are selectable from a dropdown menu at the top of the tab. The five types are:
- 用途:这个程序纹理应用的结果式样可以基于五种噪声类型。不同的类型可以通过页顶部的下拉列表框选择。五种类型是:
- fBm:
- Hetero Terrain:
- Hetero地形:
- Hybrid Multifractal:
- 混合多碎片:
- Ridged Multifractal:
- 褶皱多碎片:
- Multifractal:
- 多碎片:
- These noise types determine the manner in which Blender layers successive copies of the same pattern on top of each other at varying contrasts and scales.
- 这些噪声类型决定Blender层使用变化的对比度和缩放,在每个式样的顶部连续复制的方式
- In addition to the five noise types, Musgrave has a noise basis setting which determines the algorithm that generates the noise itself. These are the same noise basis options found in the other procedural textures.
- 加上这五种噪声类型,Musgrave有一个噪声基本设置决定了创建噪声的算法。在其他程序纹理中可以找到相同的噪声基本选项
- The main noise types have four characteristics which can be set in the number buttons below the dropdown list. They are:
- 主要的噪声类型有四个特性,这些特性可以使用下拉列表框下方的数字按钮来设置。他们是:
- Fractal Dimension (H button - Range 0 to 2): Fractal dimension controls the contrast of a layer relative to the previous layer in the texture. The higher the fractal dimension, the higher the contrast between each layer, and thus the more detail shows in the texture.
- 碎片维度(H按钮——范围0到2):碎片维度控制一个层相对于前面层的对比度。碎片维度越高,在两层的对比度就约强烈。这样就有更多的细节在纹理中被展现
- Lacuniarity (Lacu button - Range 0 to 6): Lacuniarity controls the scaling of each layer of the Musgrave texture, meaning that each additional layer will have a scale that is the inverse of the value which shows on the button. i.e. Lacu = 2 -> Scale = 1/2 original
- 多孔(Lacu按钮——范围0到6):多孔控制Musgrave纹理每层的尺寸,意味着每个额外的层将会有缩放,缩放程度由按钮上显示值的倒数决定。例如:多孔=2 -> 缩放=1/2
- Octave (Octs - Range 0 to 8): Octave controls the number of times the original noise pattern is overlayed on itself and scaled/contrasted with the fractal dimension and lacuniarity settings.
- 八度(八度——范围0到8):八度控制原始噪声式样被覆盖的次数,以及相对于碎片维度和多孔设置的缩放/对比
- The Hybrid Multifractal, Ridged Multifractal, and Hetero Terrain types have additional settings. All three have a "Fractal Offset" button labeled Ofst. This serves as a "sea level" adjustment and indicates the base height of the resulting bump map. Bump values below this threshold will be returned as zero. Hybrid Multifractal and Ridged Multifractal both have a Gain setting which determines the range of values created by the function. The higher the number, the greater the range. This is a fast way to bring out additional details in a texture where extremes are normally clipped off.
- 混合多碎片、褶皱多碎片和Hetero地形都有更多的设置。所有三种类型都有标记为偏移的“碎片偏移”按钮。这作为“海平面”调整,并且指出结果冲突映射的凸起高度。低于该阀值的凸起值将被归零。:混合多碎片和褶皱多碎片都有一个增益设置,决定了函数创建值的范围。值越高,范围越大。在顶点通常被剪切掉的纹理中,这是一种获取额外细节效果的快速方式。
- Generation: More information about these textures can be found at the following URL: Musgrave Documentation
- 创建:关于这些纹理的更多信息可以在下面的链接中找到:Musgrave文档
- Examples: See the Samples Gallery from the release notes for more examples.
- 例子:请见Samples Gallery中更多的例子
Voronoi
- Often used for: Very convincing Metal, especially the "Hammered" effect. Organic shaders (e.g. veins in skin).
- 通常用于:很有力的金属,特别是“锤”效果。桔子阴影(例如皮肤纹理)
- Resulttype(s): Intensity (default), Color.
- 结果类型:亮度(缺省)、颜色
- Usage: This procedural texture has seven Distance Metric options. These determine the algorithm to find the distance between cells of the texture. These options are:
- 用途:程序纹理有七个距离制式选项决定确认纹理单元之间距离的算法。这些选项是:
- Minkovsky
- Minkovsky 4
- Minkovsky 1/2
- Chebychev
- Manhattan
- Distance Squared
- 距离的平方
- Actual Distance
- 实际距离
- The Minkovsky setting has a user definable value (the Exp button) which determines the exponent (e) of the distance function (x^e + y^e + z^e)^(1/e). A value of one produces the Manhattan distance metric, a value less then one produces stars, and higher values produce square cells. So all Distance Settings are basically the same - variations of Minkowsky.
- Minkovsky设置有一个可用户定义的值(指数按钮),决定距离函数(x^e + y^e + z^e)^(1/e)的值。一个值可获取Manhattan距离制,小于一个结果星的值,更高的值创建平方单元。所以所有距离设置基本上是相同的——Minkowsky的变化
- Different shaped cells in the texture can also be obtained by using the other four settings:
- 纹理中不同形状的单元也能够通过使用其他四个设置获得:
- Chebychev - irregularly-sized square cells
- Chebychev——不规则尺寸平方单元
- Manhattan - randomly-positioned diamond shaped cells
- Manhattan——随机定位得钻石形状单元
- Actual Distance/Distance Squared - irregularly-shaped rounded cells
- 实际距离/距离的平方——不规则形状的圆单元
- Four sliders at the bottom of the Voronoi panel represent the values of the four Worley constants (explained a bit in the Worley Documentation), which are used to calculate the distances between each cell in the texture based on the distance metric. Adjusting these values can have some interesting effects on the end result. Check the Samples Gallery for some examples of these settings and what textures they produce.
- 四个Voronoi面板底部的滑动块代表了四个Worley常量的值(在Worley文档中有进一步解释),用于计算基于距离制的纹理中两个单元的间距。调整这些值能够对最终结果产生一些有趣的效果。检查示例库中的这些设置的例子,以及它们产生的纹理
- At the top of the panel there are four variation buttons which use four different noise basis as methods to calculate color and intensity of the texture output. This gives the Voronoi texture you create with the "Worley Sliders" a completely different appearance and is the equivalent of the noise basis setting found on the other textures.
- 面板顶部有四个变量按钮,使用四种不同的基础噪声作为方法来计算纹理输出的颜色和亮度。这使得你使用“Worley滑动块”创建的Voronoi纹理具有完全不同的视觉效果,等同于其他纹理中的噪声基础设置。
- Generation: For a more in depth description of the Worley algorithm, see: Worley Documentation.
- 创建:想了解更多的Worley算法的描述,请参见Worley文档
- Examples: See the Samples Gallery from the release notes for more examples.
- 例子:参见示例库中更多的例子
Distorted Noise 扭曲噪声
- Often used for: Very complex and versatile.
- 通常用于:复杂多变
- Resulttype(s): Intensity.
- 结果类型:亮度
- Usage: This texture has two options to pick from: Distortion Noise, and Noise Basis. Both allow you to pick from Blender's list of noise types. We also have the options in Distorted Noise to work with the Noise Size and the Distortion Amount. This allows you to adjust the size of the noise generated and amount that Distortion Noise affects Noise Basis
- 用途: 该纹理有两个可选项:Distortion Noise 扭曲噪声和Noise Basis 噪声基础。两个都允许你从Blender的噪声类型中进行选择。在Distorted Noise中也有选项和Noise Size 噪声大小以及Distortion Amount 扭曲度一起工作。这杨就允许你调整创建噪声的大小,以及Distortion Noise 扭曲噪声影响Noise Basis 噪声基础的程度
- Generation: Distortion Noise takes the option that you pick from Noise Basis and filters it, to create hybrid pattern.
- 创建: Distortion Noise 扭曲噪声 选择你在Noise Basis中选定的可选项,然后过滤,来创建混合式样.
- Examples: See the Samples Gallery from the release notes for more examples.
- 例子:在Samples Gallery中查阅更多的例子
|











