Manual/PartIV/Texture Buttons
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Once a new texture has been added to a material, it can be defined by
switching to the Texture Buttons (F6) or
sub-context of the Shading context to obtain Texture buttons.
一旦一个新的纹理被添加入一个材料,它就能够这样定义:通过转换纹理按钮到(F6)或者
低层阴影上下文来获得纹理按钮。
A new, empty texture Button Window presents two panels:
- a Texture Preview and
- a Texture panel, the latter with two tabs.
一个新的空纹理按钮窗口显示两块面板:
- 一个纹理Preview和
- 一个Texture面板,后者有两个页.
In the Preview panel toggle buttons define if this is a Material, Lamp or World texture, and a button Default Var allows to return texture parameters to default values. 在Preview面板中开关按钮定义是否是材料、灯或者世界纹理,Default Var按钮允许将纹理参数重置为缺省值。
The Texture tab replicates the texture channels and the Texture Menu Button of the linked Material. With the Drop Down Box you select the Texture Type. Texture页负值纹理管道和被链接材料的纹理菜单按钮。数用下拉列表框你可以选择纹理类型
As soon as a texture type is chosen a new Panel appears, with a name matching the texture type, where texture parameters can be set.
- Image: Allows an image to be loaded and used as a texture. See [[../Image Textures/]]
- EnvMap: To simulate Reflections (and Refractions) without Raytracing. See [[../Environment Maps/]].
- Plugin: Allows for loading an external piece of code to define the texture. See [[../Texture Plugins/]].
- The remaining buttons define 3D procedural textures, which are textures that are defined mathematically. See [[../Procedural Textures/]].
选择了一个纹理类型之后会出现一块具有匹配纹理类型名称的新面板,你可以在里面设置纹理参数。
- Image: Allows an image to be loaded and used as a texture. See [[../Image Textures/]]
- Image 图像: 允许一幅图像被加载并且用作纹理。参见[[../Image Textures 图像纹理/]]
- EnvMap: To simulate Reflections (and Refractions) without Raytracing. See [[../Environment Maps/]].
- EnvMap 环境映射: 仿真武发射追踪的反射(和折射)。参见[[../Environment Maps 环境映射/]].
- Plugin: Allows for loading an external piece of code to define the texture. See [[../Texture Plugins/]].
- The remaining buttons define 3D procedural textures, which are textures that are defined mathematically. See [[../Procedural Textures 程序纹理/]].
- Plugin 插件: 允许加载一段外部代码来定义纹理。参见[[../Texture Plugins 纹理插件/]].
- 其他按钮定义三维的数学程序纹理。参见[[../Procedural Textures 程序纹理/]].
Colors and Colorband 颜色和色带
All textures may be modified by the Bright(nes) and Contr(ast) buttons in the Colors panel. All textures which results are RGB-Values - including Images and Environment Maps - may be modified with the RGB sliders. (Texture Colors Panel).
所有纹理都可以被Colors面板的Bright(nes)按钮和Contr(ast)按钮修改。所有结果为RGB值的纹理——包括图像和环境映射——都可以被RGB滑动块修改。(Texture 纹理Colors 颜色 Panel 面板).
If intensity only textures are used the result is a black and white texture, which can be greately enhanced by the use of colorbands. The colorband is an often-neglected tool in the Colors tab in the Texture Panel that gives you an impressive level of control over how procedural textures are rendered. Instead of simply rendering each texture as a linear progression from 0.0 to 1.0, you can use the colorband to create a gradient which progresses through as many variations of color and transparency (alpha) as you like (Texture Colorband.). 如果仅使用亮度纹理,结果就是黑白纹理,它的效果可以通过使用色带被极大地增强。色带是一个Colors 颜色页中经常被忽略的工具。其实它可以使你深度控制程序纹理的渲染。不是简单地作为一个线性的从0.0到1.1的过程渲染每个纹理,而是能够使用色带创建一个渐进效果。你可以在这个渐进效果中使用任意需要的颜色变量和透明度(alpha) (Texture Colorband. 纹理色带).
To use Colorbands, select a procedural texture, such as Wood. Click the Colorband button. The Colorband is Blender's gradient editor. Each point on the band can be placed at any location and can be assigned any color and transparency. Blender will interpolate the values from one point to the next. 为了使用色带,请选择选择一个程序纹理(例如Wood)。单击Colorband按钮。Colorband是Blender的渐进编辑器。带上的每个点都能够在任意位置被替换,并且能够被指定任意颜色和透明度。Blender会在两点之间进行插值。
Select the point you want to edit with the Cur: number button or by Left Click, then add and delete points with the Add and Del buttons. The RGB and Alpha values of the current point are displayed, along with the point's location on the band. Drag with the left mouse to change the location of the current point. 使用Cur:数字按钮或者鼠标单击来选择你想要编辑的点,然后通过Add和Del按钮添加和删除这些点。当前点的RGB和Alpha值会显示在带中该点的附近。通过鼠标左键拖动来改变当前点的位置。
Notes 备注:
Alpha改变纹理的透明度,而不是材料的。
如果你使用色带,纹理的结果就是RGB格式的,不再是亮度格式的。使用NoRGB 非RGB按钮来重置亮度 |
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