Car Paint 汽车油漆

Introduction

引言

The car paint material shader simulates the physical properties of most types of car paint. For computer graphics, car paint is generally modeled as three separate layers:

汽车油漆材料着色模拟的物理性能的大多数类型的汽车油漆。对于计算机图形学来说,汽车涂料通常被建模为3个独立的层:

  1. Base pigment layer, with a diffuse color that can change depending on the viewing angle. 基本颜料层,与一个漫反射颜色,可以改变取决于观赏角度
  2. Metallic, reflective flakes that are embedded within the pigment layer. 嵌入颜料层中的金属反光薄片
  3. A 'binder', which is a shiny/waxed coating exhibiting very glossy reflection. “粘合剂”是一种有光泽/蜡状涂层,表现出非常光滑的反射效果

The car paint material shader also exhibits a strong Fresnel effect, which can be controlled by the parameters below and helps with the paint's character. As with the Architectural shader, the Fresnel effect determines what the color should be when viewed at grazing angles.

该汽车涂料材质着色器还展示了强大的菲涅耳效应,可以通过下面的参数控制,并有助于油漆的特点。和建筑着色器一样,菲涅耳效应决定了从掠射角度观察时应该是什么颜色。

Base Layer Diffuse

基层漫反射

Pigment Color

颜料颜色

This is the overall color of the paint pigment.

这是油漆颜料的总体颜色。

If the pigment color is set to black you will not see any metallic flakes because the metallic flake color takes on the color of this base layer pigment color.

如果颜料颜色设置为黑色,你不会看到任何金属片,因为金属片颜色采取的颜色,这个基层颜料的颜色。

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

Pigment Color: Red 颜料颜色: 红色 Green 绿色 Blue 蓝色 Grey 灰色

Weight

重量

This is a multiplier that scales the amount of diffuse lighting that can be received. For correct energy conservation, this should be less than 1.

这是一个可以缩放可接收的漫射照明数量的倍增器。为了正确的节约能源,这个值应该小于1。

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

Weight: 0.0 重量: 0.0 0.25 0.5 0.75 1.0

Edge Falloff Color

边缘脱落色

This is the color that is seen at glancing angles, due to the Fresnel effect. Typically, very metallic paints have an edge color of black.

由于菲涅耳效应,这是在掠过角度时看到的颜色。通常,非常金属的颜料有一个黑色的边缘颜色。

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

Falloff Color: Black 颜色: 黑色 Red 红色 Green 绿色 Cyan 青色 Blue 蓝色

Edge Falloff Curve Factor

边缘衰减曲线因子

This controls the curve fall-off for the edge tint. The smaller the value, the 'tighter' the transition from the pigment color to the edge color, with a value of 0.0 meaning no edge color.

这控制了边缘色调的曲线下降。值越小,从颜料颜色到边缘颜色的过渡就越紧密,值为0.0意味着没有边缘颜色。

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C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

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Falloff Curve Factor: 0.5 衰退曲线系数: 0.5 0.9 1.2 2.0 3.0

Base Layer Specular

基层镜面

General

将军

Color

颜色

This is the color of the specular reflection for the pigment layer. For a more realistic result, this color should be close to the pigment color.

这是镜面反射(物理)颜料层的颜色。为了得到更真实的效果,这种颜色应该接近颜料的颜色。

In the examples below note the base layer specular reflection changing separate from the glossy white clear coat reflection:

在下面的例子中,可以看到底层的镜面反射(物理)从光滑的白色透明涂层反射中分离出来:

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C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

Color: Red 颜色: 红色 Yellow 黄色 Green 绿色 Cyan 青色 Blue 蓝色

Weight

重量

This is a multiplier that scales the amount of specular reflection that can be received. For correct energy conservation, this should be less than 1.

这是一个乘数,用来衡量可以接收到的镜面反射(物理)。为了正确的节约能源,这个值应该小于1。

In the examples below note the base layer specular reflection changing separate from the glossy white clear coat reflection:

在下面的例子中,可以看到底层的镜面反射(物理)从光滑的白色透明涂层反射中分离出来:

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

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Weight: 0.0 重量: 0.0 0.25 0.5 0.75 1.0

BRDF

Allows you to choose the technique for simulating physically correct rough reflections. Beckmann is generally considered the standard for a good range of materials, but GGX has a wide specular tail, which is good for chrome materials.

允许您选择模拟物理上正确的粗糙反射的技术。贝克曼通常被认为是一个很好的材料范围的标准,但 GGX 有一个广泛的镜面尾巴,这是很好的铬材料。

  • Ashikhmin-Shirley (legacy) 阿什克明-雪莉(遗产)
  • Beckmann (Cook-Torrance) 贝克曼(库克-托伦斯)
  • GGX
  • Ashikhmin-Shirley

The legacy BRDF option uses a non-linear looking glossiness fall-off and exists to maintain compatibility with 1.0 materials.

传统的 BRDF 选项使用非线性的光泽度下降,并存在与1.0材料保持兼容性。

In the examples below note the base layer specular reflection changing separate from the glossy white clear coat reflection:

在下面的例子中,可以看到底层的镜面反射(物理)从光滑的白色透明涂层反射中分离出来:

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

BRDF: Ashikhmin-Shirley Beckmann 贝克曼 GGX

Glossiness

光泽度

High glossiness means sharp reflections. Lower numbers will make the reflections blurrier. Paint pigment typically has a low glossiness.

高光泽度意味着尖锐的反射。低光泽度会使反射更模糊。油漆颜料通常有低光泽度。

In the examples below note the base layer specular reflection changing separate from the glossy white clear coat reflection:

在下面的例子中,可以看到底层的镜面反射(物理)从光滑的白色透明涂层反射中分离出来:

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

Glossiness: 0.0 光泽度: 0.0 0.25 0.5 0.75 1.0

Samples

样本

This controls the number of ray traced samples required for the glossiness. A value of 0.0 means 1 sample, with perfect specular reflection. The 'rougher' the gloss, the more samples you will need to get rid of noise. Also be aware that the more samples you use, the longer it will take to render.

这控制了光泽度所需的光线追踪样品的数量。值为0.0意味着一个样本,有完美的镜面反射(物理)。光泽越粗糙,你需要去除噪音的样品就越多。还要注意,你使用的样本越多,渲染所需的时间就越长。

Highlights Only

仅限重点

This optimization option will disable indirect reflection ray tracing of the environment and just capture specular reflections from lights.

这个优化选项将禁用环境的间接反射射线追踪和只捕获镜面反射光。

Fresnel Control

菲涅耳控制

Facing Reflectivity

面对反射率

This controls the strength of reflections when viewed head on, at a 0 degree angle from the surface. The values range between 0.0 and 1.0. Typically, metals will have a high setting, with a perfect mirror being 1.0. Most materials with reflective coats, however, should have relatively low values, which is why the default is 0.1.

这控制着从表面以0度角正面观看时反射的强度。值范围在0.0到1.0之间。通常情况下,金属会有一个较高的设置,一个完美的镜子是1.0。然而,大多数有反光外套的材料应该有相对较低的值,这就是默认值为0.1的原因。

In the examples below the settings have been tweaked to better show the effect made by facing reflectivity. The metallic flakes and clear coat refleciton have been disabled leaving only the base layer specular reflection. Base layer specular weight is set to 0.7, glossiness is set to 1.0, the curve factor has been set to a value of 0.3, and perpendicular reflectivity has been set to 0. Note how the facing reflectivity value makes reflections stronger when they are facing the camera and remain dim around the edge of the sphere when facing farther away from the camera. The last image on the right illustrates facing reflectivity with perpendicular reflectivity re-enabled at a value of 0.5.

在下面的例子中,我们调整了设置,以便更好地显示面对反射率所产生的效果。金属薄片和透明涂层反射被禁用,只留下基层镜面反射(物理)。基层镜面重量设置为0.7,光泽度设置为1.0,曲线因子设置为0.3,垂直反射率设置为0。注意面向的反射率值如何使面向相机的反射更加强烈,并且当面向远离相机时,反射在球体边缘保持暗淡。右边的最后一张图片展示了反射率面对垂直反射率重新启用值为0.5。

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

Facing Reflectivity: 0.0

面向 Reflectivity: 0.0

Perpendicular Reflectivity: 0.0

垂直反射率: 0.0

Curve Factor: 0.3

曲线因子: 0.3

0.25 1.0

1.0

0.5

Perpendicular Reflectivity

垂直反射率

This controls the strength of reflections when viewed at a 90 angle from the surface. In keeping with the Fresnel effect, this should always bet set to 1.0 so that reflections will be stronger when viewed at shallow angles.

当从表面以90度角观察时,这控制着反射的强度。为了与菲涅耳效应保持一致,这应该总是设置为1.0,这样当从浅角度观察时,反射会更强。

If the Facing and Perpendicular values are the same, then the Fresnel effect will be disabled and there will be equal reflection, regardless of viewing angle.

如果正面和垂直值是相同的,那么菲涅耳效应将被禁用,将有相同的反射,无论视角。

In the examples below the settings have been tweaked to better show the effect made by perpendicular reflectivity. The metallic flakes and clear coat refleciton have been disabled leaving only the base layer specular reflection. Base layer specular weight is set to 0.7, glossiness is set to 1.0, the curve factor has been set to a value of 1.0, and facing reflectivity has been set to 0. Note how the perpendicular reflectivity value makes reflections stronger when they are facing away from the camera around the edges of the sphere and remain dim where the faces are facing more towards the camera in the center. The last image on the right illustrates perpendicular reflectivity with facing reflectivity re-enabled at a value of 0.5.

在下面的例子中,设置被调整,以更好地显示垂直反射率所产生的效果。金属薄片和透明涂层反射被禁用,只留下基层镜面反射(物理)。基层镜面重量设置为0.7,光泽度设置为1.0,曲线因子设置为1.0,面向反射率设置为0。注意垂直反射率值如何使反射更强,当他们背对相机的边缘周围的球体,并保持昏暗的面对更多的相机在中心。右边的最后一张图片展示了垂直反射率,反射率在0.5时重新激活。

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

Perpendicular Reflectivity: 0.0

垂直反射率: 0.0

Facing Reflectivity: 0.0

面向 Reflectivity: 0.0

Curve Factor: 1.0

曲线因子: 1.0

0.25 1.0

1.0

0.5

Curve Factor

曲线系数

This controls how the facing and perpendicular reflected strength transitions between one and the other. Higher values produce a 'tighter' transition.

这控制如何面临和垂直反映力量之间的过渡。更高的价值会产生一个更紧密的过渡。

In the examples below the settings have been tweaked to better show the effect made by curve factor. The metallic flakes and clear coat refleciton have been disabled leaving only the base layer specular reflection, base layer specular weight is set to 0.7 and glossiness is set to 1.0. Note the different transitions achieved below between facing and perpendicular reflectivity when adjusting the curve factor, as the value is increased the reflection intensity is tightened more closely around the edges of the sphere.

在下面的例子中,设置被调整以更好地显示曲线因子的效果。金属薄片和透明涂层反射被禁用只留下基层镜面反射(物理) ,基层镜面重量被设置为0.7,光泽度被设置为1.0。注意下面在调整曲线因子时,在正面和垂直反射率之间的不同跃迁,随着曲线因子值的增加,反射强度在球体边缘附近收紧。

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

Curve Factor: 0.1

曲线因子: 0.1

Facing Reflectivity: 0.1

面向反射率: 0.1

Perpendicular Reflectivity: 1.0

垂直反射率: 1.0

0.5 1.0 2.5 5.0

Metallic Flakes

金属片

Reflection General

反射概论

Color

颜色

This is the color of the flakes. Since the flakes are embedded inside the pigment layer, they will also take on the color of the pigment.

这是雪花的颜色。由于雪花嵌在颜料层里面,它们也会呈现颜料的颜色。

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C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

Metallic flake color examples 金属片颜色样品

Weight

重量

This is a multiplier that scales the amount of reflection the flakes can receive. For correct energy conservation, this should be less than 1.

这是一个倍增器,它可以缩放雪花可以接收到的反射量。为了正确的节约能源,这个值应该小于1。

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

Weight: 0.0 重量: 0.0 0.25 0.5 1.0

Glossiness

光泽度

High glossiness means sharp reflections. Lower numbers will make the reflections blurrier. Metals typically have low glossiness.

高光泽度意味着尖锐的反射。低光泽度会使反射更模糊。金属通常有低光泽度。

Below are examples of different flake glossinesss values. Note how the higher the value the tighter and more pronounced the flake reflection, where as lower values spreads the flake reflection out across the surface more:

下面是不同的鳞片舌苔值的例子。注意,值越高,鳞片反射越明显,反射越低,鳞片在表面上的反射越明显:

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

Glossiness: 0.0 光泽度: 0.0 0.5 0.75 1.0

Samples

样本

This controls the number of ray traced samples required for the glossiness. A value of 0.0 means 1 sample, with perfect specular reflection. The 'rougher' the coat, the more samples you will need to get rid of noise. Also be aware that the more samples you use, the longer it will take to render.

这控制了光泽度所需的光线追踪样品的数量。值为0.0意味着一个样本,有完美的镜面反射(物理)。外套越粗糙,你就需要更多的样品来消除噪音。还要注意,你使用的样本越多,渲染所需的时间就越长。

Highlights Only

仅限重点

This optimization option will disable indirect reflection ray tracing of the environment and just capture specular reflections from lights for the flakes.

这个优化选项将禁用环境的间接反射射线追踪,只是捕捉反射光片。

Fresnel Reflection Control

菲涅耳反射控制

Facing Reflectivity

面对反射率

This controls the strength of reflections when viewed head on, at a 0 degree angle from the surface. The values range between 0.0 and 1.0. Typically, metals will have a high setting, with a perfect mirror being 1.0. Most materials with reflective coats, however, should have relatively low values, which is why the default is 0.1.

这控制着从表面以0度角正面观看时反射的强度。值范围在0.0到1.0之间。通常情况下,金属会有一个较高的设置,一个完美的镜子是1.0。然而,大多数有反光外套的材料应该有相对较低的值,这就是默认值为0.1的原因。

In the examples below the settings have been tweaked to better show the effect made by facing reflectivity on the metallic flakes. The base layer and clear coat refleciton have been disabled leaving only the metallic flakes reflection. Metallic flakes weight is set to 10, glossiness is set to 0.5, density is set to 0.5, scale is set to 0.05, the curve factor has been set to a value of 0.3, and perpendicular reflectivity has been set to 0. Note how the facing reflectivity value makes reflections stronger when they are facing the camera and remain dim around the edge of the sphere when facing farther away from the camera. The last image on the right illustrates facing reflectivity with perpendicular reflectivity re-enabled at a value of 0.5.

在下面的例子中,我们调整了设置,以便更好地显示金属片表面的反射率所产生的效果。底层和透明涂层反射被禁用,只留下金属片反射。金属片重量设置为10,光泽度设置为0.5,密度设置为0.5,刻度设置为0.05,曲线因子设置为0.3,垂直反射率设置为0。注意面向的反射率值如何使面向相机的反射更加强烈,并且当面向远离相机时,反射在球体边缘保持暗淡。右边的最后一张图片展示了反射率面对垂直反射率重新启用值为0.5。

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

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C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

Facing Reflectivity: 0.0

面向 Reflectivity: 0.0

Perpendicular Reflectivity: 0.0

垂直反射率: 0.0

Curve Factor: 0.3

曲线因子: 0.3

0.25 1.0

1.0

0.5

Perpendicular Reflectivity

垂直反射率

This controls the strength of reflections when viewed at a 90 angle from the surface. In keeping with the Fresnel effect, this should always bet set to 1.0 so that reflections will be stronger when viewed at shallow angles.

当从表面以90度角观察时,这控制着反射的强度。为了与菲涅耳效应保持一致,这应该总是设置为1.0,这样当从浅角度观察时,反射会更强。

If the Facing and Perpendicular values are the same, then the Fresnel effect will be disabled and there will be equal reflection, regardless of viewing angle.

如果正面和垂直值是相同的,那么菲涅耳效应将被禁用,将有相同的反射,无论视角。

In the examples below the settings have been tweaked to better show the effect made by perpendicular reflectivity on the metallic flakes. The base layer and clear coat refleciton have been disabled leaving only the metallic flakes reflection. Metallic flakes weight is set to 10, glossiness is set to 0.5, density is set to 0.5, scale is set to 0.05, the curve factor has been set to a value of 1.0, and facing reflectivity has been set to 0. Note how the perpendicular reflectivity value makes reflections stronger when they are facing away from the camera around the edges of the sphere and remain dim where the faces are facing more towards the camera in the center. The last image on the right illustrates perpendicular reflectivity with facing reflectivity re-enabled at a value of 0.5.

在下面的例子中,我们调整了设置,以便更好地显示金属片上垂直反射率所产生的效果。底层和透明涂层反射被禁用,只留下金属片反射。金属片重量设置为10,光泽度设置为0.5,密度设置为0.5,刻度设置为0.05,曲线因子设置为1.0,面向反射率设置为0。注意垂直反射率值如何使反射更强,当他们背对相机的边缘周围的球体,并保持昏暗的面对更多的相机在中心。右边的最后一张图片展示了垂直反射率,反射率在0.5时重新激活。

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

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C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

Perpendicular Reflectivity: 0.0

垂直反射率: 0.0

Facing Reflectivity: 0.0

面向 Reflectivity: 0.0

Curve Factor: 1.0

曲线因子: 1.0

0.25 1.0

1.0

0.5

Curve Factor

曲线系数

This controls how the facing and perpendicular reflected strength transitions between one and the other. Higher values produce a 'tighter' transition.

这控制如何面临和垂直反映力量之间的过渡。更高的价值会产生一个更紧密的过渡。

In the examples below the settings have been tweaked to better show the effect made by curve factor on the metallic flakes. Metallic flakes weight is set to 3.0, glossiness is set to 0.5, density is set to 0.5, scale is set to 0.05, and variation is set to 10. Additionally the base layer and clear coat refleciton have been disabled leaving only the metallic flakes reflection. Note the different transitions achieved between facing and perpendicular reflectivity when adjusting the curve factor, as the value is increased the reflection intensity is tightened more closely around the edges of the sphere.

在下面的例子中,我们调整了设置,以便更好地显示金属片上的曲线因子所产生的效果。金属片重量设置为3.0,光泽度设置为0.5,密度设置为0.5,刻度设置为0.05,变化设置为10。此外,底层和透明涂层反射被禁用,只留下金属片反射。请注意,当调整曲线因子时,在正面和垂直反射率之间所实现的不同跃迁,随着曲线因子值的增加,反射强度在球体边缘附近更加紧密地收紧。

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

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Curve Factor: 0.1

曲线因子: 0.1

Facing Reflectivity: 0.1

面向反射率: 0.1

Perpendicular Reflectivity: 1.0

垂直反射率: 1.0

0.5 1.0 2.5 5.0

Definition

定义

Density

密度

This controls the density of the flakes, with lower values meaning sparser flakes.

这样可以控制雪花的密度,低密度意味着雪花稀疏。

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Density: 0.0 密度: 0.0 0.25 0.5 0.75 1.0

Decay Distance

衰变距离

This controls the distance at which the visible flake effect will decay to nothing. In reality on a very sunny day, flakes can be seen for several meters, so this should be tuned to match the lighting. A value of 0.0 means the flakes will always be visible.

这控制着可见的薄片效应衰减为零的距离。实际上,在一个非常晴朗的日子里,几米内都能看到雪花,所以应该调整到与光线相匹配的程度。值为0.0意味着雪花总是可见的。

It is important to use this option, because as with any 'noisy' effect, once it becomes sub-pixel it will look like an undesirable artifact.

使用这个选项是很重要的,因为和任何“噪声”效应一样,一旦它变成亚像素级,它看起来就像一个不受欢迎的伪影。

Variation

变化

This controls the flake orientation perturbation amount, with respect to the surface. A value of 0.0 means the flakes will have no perturbation and, essentially, have the same normal as the surface. Higher values yield a more noticeable flake effect.

这控制了相对于表面的片状方向扰动量。值为0.0意味着薄片没有任何干扰,基本上与表面法线相同。更高的值产生更明显的片状效应。

Below you can see examples of the effect flake variation has on the visibility of flakes. These examples all have the same density and other reflection settings. This parameter is great for when you want to make the flakes more pronounced without changing other reflection attributes.

下面你可以看到片状物变化对片状物可见度影响的例子。这些例子都有相同的密度和其他反射设置。当您希望在不更改其他反射属性的情况下使雪花片更加明显时,此参数非常适用。

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Variation: 0.0 变化: 0.0 0.25 0.5 0.75 1.0

Scale

比例

This controls the size of the flakes. Usually very small values should be used, around 0.005 to look realistic.

通常应该使用非常小的值,大约在0.005左右,这样看起来比较逼真。

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Scale: 0.005 评分: 0.005 0.010 0.015

Clear Coat Reflection

清晰的被毛反射

General

将军

Color

颜色

This is the color of the reflection coat layer.

这是反射涂层的颜色。

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Different clear coat colors

不同的清晰的被毛颜色

Weight

重量

This is a multiplier that scales the amount of specular reflection that can be received. For correct energy conservation, this should be less than 1.

这是一个乘数,用来衡量可以接收到的镜面反射(物理)。为了正确的节约能源,这个值应该小于1。

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Weight: 0.0 重量: 0.0 0.25 0.5 1.0

BRDF

Allows you to choose the technique for simulating physically correct rough reflections. Beckmann is generally considered the standard for a good range of materials, but GGX has a wide specular tail, which is good for chrome materials.

允许您选择模拟物理上正确的粗糙反射的技术。贝克曼通常被认为是一个很好的材料范围的标准,但 GGX 有一个广泛的镜面尾巴,这是很好的铬材料。

  • Ashikhmin-Shirley (legacy) 阿什克明-雪莉(遗产)
  • Beckmann (Cook-Torrance) 贝克曼(库克-托伦斯)
  • GGX
  • Ashikhmin-Shirley

The legacy BRDF option uses a non-linear looking glossiness fall-off and exists to maintain compatibility with 1.0 materials.

传统的 BRDF 选项使用非线性的光泽度下降,并存在与1.0材料保持兼容性。

Glossiness

光泽度

High glossiness means sharp reflections. Lower numbers will make the reflections blurrier.

高光泽度意味着尖锐的反射。低数字会使反射更模糊。

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Glossiness: 0.0 光泽度: 0.0 0.25 0.5 0.75 1.0

Samples

样本

This controls the number of ray traced samples required for the glossiness. A value of 0.0 means 1 sample, with perfect specular reflection. The 'rougher' the gloss, the more samples you will need to get rid of noise. Also be aware that the more samples you use, the longer it will take to render.

这控制了光泽度所需的光线追踪样品的数量。值为0.0意味着一个样本,有完美的镜面反射(物理)。光泽越粗糙,你需要去除噪音的样品就越多。还要注意,你使用的样本越多,渲染所需的时间就越长。

Fresnel Control

菲涅耳控制

Facing Reflectivity

面对反射率

This controls the strength of reflections when viewed head on, at a 0 degree angle from the surface. The values range between 0.0 and 1.0. Typically, metals will have a high setting, with a perfect mirror being 1.0. Most materials with reflective coats, however, should have relatively low values, which is why the default is 0.1.

这控制着从表面以0度角正面观看时反射的强度。值范围在0.0到1.0之间。通常情况下,金属会有一个较高的设置,一个完美的镜子是1.0。然而,大多数有反光外套的材料应该有相对较低的值,这就是默认值为0.1的原因。

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Facing reflectivity: 0.0 面向反射率: 0.0 0.25 0.5 0.75 1.0

 

Perpendicular Reflectivity

垂直反射率

This controls the strength of reflections when viewed at a 90 angle from the surface. In keeping with the Fresnel effect, this should always bet set to 1.0 so that reflections will be stronger when viewed at shallow angles.

当从表面以90度角观察时,这控制着反射的强度。为了与菲涅耳效应保持一致,这应该总是设置为1.0,这样当从浅角度观察时,反射会更强。

If the Facing and Perpendicular values are the same, then the Fresnel effect will be disabled and there will be equal reflection, regardless of viewing angle.

如果正面和垂直值是相同的,那么菲涅耳效应将被禁用,将有相同的反射,无论视角。

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Perpendicular reflectivity: 0.0 垂直反射率: 0.0 0.5 1.0

 

Curve Factor

曲线系数

This controls how the facing and perpendicular reflected strength transitions between one and the other. Higher values produce a 'tighter' transition.

这控制如何面临和垂直反映力量之间的过渡。更高的价值会产生一个更紧密的过渡。

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

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Curve factor: 0.0 曲线系数: 0.0 25 50 75 100

Advanced

高级

Enable Trace Depth Overrides

启用跟踪深度重写

This enables the Max Reflection Trace Depth parameter. When not enabled, the global trace depth will be used.

这启用了最大反射跟踪深度参数。当没有启用时,将使用全局跟踪深度。

When enabled you can exceed the global reflection trace depth for the car paint shader.

如果启用,您可以超过汽车油漆着色器的全局反射跟踪深度。

Max Reflection Trace Depth

最大反射迹深

This parameter controls the trace depth for reflection rays shot from this material. If the reflections of a material are not very defined (meaning: they are blurry because of the glossiness parameter or have a low weight), then multiple reflection bounces can be a waste of rendering time. This parameter allows the user to reduce the trace depth and speed up rendering.

这个参数控制从这种材料射出的反射光的跟踪深度。如果一个材质的反射没有很好的定义(意思是: 它们因为光泽度参数而变得模糊或者重量很轻) ,那么多次反射反射就会浪费渲染时间。此参数允许用户减少跟踪深度并加快呈现速度。

Cut-off Override

切断覆盖

Enable

启用

This parameter allows you to override the global cut-off setting for reflections.

此参数允许您覆盖反射的全局截止设置。

Threshold

门槛

When the reflections of a material are very dark (because of low "Weight" or "Color" values) they contribute very little to the final image. This parameter defines what is considered "very dark" at which point no more reflection rays will be shot - which will speed up rendering. Scenes containing very strong lights might need this parameter set to very low values such as 0.0001 in order to avoid early termination of tracing which can produce a grain-like effect.

当一个材质的反射非常暗(因为低的“重量”或“颜色”值) ,它们对最终图像的贡献很小。这个参数定义了什么被认为是“非常黑暗”,在这一点上没有更多的反射射线将被拍摄-这将加速渲染。包含非常强光的场景可能需要将这个参数设置为非常低的值,如0.0001,以避免过早终止跟踪,因为跟踪会产生类似颗粒的效果。

Bump

碰一下

Disable Base Layer Bump Mapping

禁用基层凹凸贴图

This option allows you to switch to using the default un-bumped surface normals for direct and indirect base layer lighting calculations.

这个选项允许您切换到使用默认的非碰撞表面法线直接和间接基层照明计算。

Disable Clear Coat Bump Mapping

禁用透明的外套凹凸贴图

This option allows you to switch to using the default un-bumped surface normals for direct and indirect clear coat reflection lighting calculations.

这个选项允许您切换到使用默认的非碰撞表面法线直接和间接清除涂层反射照明计算。

Below is an example of the many different ways you can isolate bump mapping on the car paint shader. Note how the specular breakup changes from the bump mapping depending on which layers are affected. These options allow you to create complex layered looks all within a single car paint shader.

下面是一个例子,许多不同的方法,你可以隔离凹凸贴图的汽车油漆着色器。请注意镜面分裂是如何从凹凸贴图变化而来的,这取决于哪个图层受到影响。这些选项允许您创建复杂的分层外观都在一个单一的汽车油漆着色器。

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

C4D周练作业-Car Paint 车漆—RS节点编辑器内容—Redshift红移中文帮助文档手册-苦七君

Bump Map off 关闭凹凸贴图 Bump Map on base 基地凹凸贴图 Bump Map on clear coat 透明外套上的凹凸贴图 Bump Map on base and clear coat 底部凹凸贴图和透明涂层

Add Bump Input To Material Bump

添加凹凸输入到材质凹凸

Adds the local car paint bump to the material bump.

在材质凹凸处添加局部车漆凹凸。

Bump Map

凹凸贴图

Connect your car paint bump map here.

连接你的汽车油漆凹凸贴图在这里。

 

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