Manual/PartIV/Texture Channels
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Textures from the Material Point of View 材质的视角看纹理
In Blender, the Materials and Textures form separate blocks in order to keep the interface simple and to allow universal integration between Textures, Lamps, and World blocks.
在Blender中,材质和纹理形成分离的模块,是为了保持界面的简单性并可允许在纹理,灯和世界之间普遍的集成。
The relationship between a Material and a Texture, called the 'mapping,' is two-sided. First, the information that is passed on to the Texture must be specified. Then the effect of the Texture on the Material is specified. The Texture panel on the right-hand side (and similar panels exist for the the Lamp and World buttons) defines all these calculations.
材质和纹理的关系是双方面的,称为“映射”。首先,传递到纹理上的信息必须被指定。然后纹理在材质上的效果被指定。位于右边的纹理面板(灯和世界有类似的面板存在)定义了所有这些计算参数。
For an untextured material the panel shows a column of ten empty texture channels (Empty Texture Panel), by selecting one and pressing Add New or by selecting an existing texture with the MenuButton right below you add a texture and the Panel shows two more tabs: Map Input and Map To (Texture Panel with one Texture).
The Tabs buttons are organized in the sequence in which the 'texture pipeline' is performed.
没有纹理的材质,面板上显示一列共10个空的纹理通道 (“空的纹理通道”), 选择一个通道并按新增或者使用位于下方的菜单按钮选择一个已经存在的纹理,你添加了一个贴图,然后面板上显示另外两个页:映射输入和映射输出(“一个纹理面板”)。 这些页被顺序组织在“纹理管道”的面板上。
Each channel has its own individual mapping. By default, textures are executed one after another and then superimposed. As a result, an added second Texture channel can completely replace the first one.
每个通道有它自己独立的映射。缺省的,纹理逐一被计算然后重合。因此,添加第二个纹理通道可能将第一个完全替换掉。
- Next to each non-empty texture channel a check button allows you to select or de-select a given channel. De-selected channels are simply removed from the pipeline.
每个非空的纹理通道都有一个复选按钮,允许你选择或者取消选择该通道。不选择的通道都简单的从渲染管道中移除。
- The Texture itself is designated by its name, which you can edit in the Text Button above the Texture selection MenuButton.
纹理本身通过它的名称指派,名称可以在纹理选择按钮上方的文本框编辑。
- Clear: deletes the Texture.
删除纹理。
- Num-Button: shows the number of Objects that use the Texture. You can't create a "Single User" copy here, you have to do that in the Texture buttons (F6).
显示使用该纹理的对象数目。你不能在这里创建一个“单用户”拷贝,必须在Texture buttons (F6)中操作。
- Car-Button: tries to find an adequate name for the texture.
试图发现一个适当的纹理名称。
- Correct Nor Map: In some circumstances - especially with flipped mappings (XY) in the Map Input Panel, a Bump Map points in the wrong direction. Switch this button to correct the bumpmapping (the button belongs logically to the Map Input Panel, but that was already populated).
矫正法线映射: 在某些情况下 - 特别是在Map Input 面板中对换XY坐标映射的时候,一个凹凸映射指向错误的方向。开关这个按钮可以矫正凹凸映射(该按钮逻辑上属于Map Input面板,但已经放在这里了)。
| Copying texture settings: 拷贝纹理设置 |
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