State 状态

Introduction

引言

This shader allows you access different aspects of the shading state, for various shading effects, debugging or AOV output.

这个着色器允许您访问着色状态的不同方面,以获得各种着色效果、调试或 AOV 输出。

 

Parameters

参数

 

 

Transform Space

变换空间

  • World - show normals/directions/positions in world-space coordinates. This coordinate space is what Redshift uses internally to compute lighting. 显示世界空间坐标中的法线/方向/位置。这个坐标空间是红移内部用来计算照明的
  • Object - show normals/directions/positions in object-space coordinates, i.e. without any world transforms. 对象-在对象空间坐标系中显示法线/方向/位置,即没有任何世界转换
  • Camera - show normals/directions/positions in camera-space coordinates, i.e. relative to the camera. 相机-显示相机空间坐标中的法线/方向/位置,即相对于相机

Show Ray-Facing Normals

显示面向光线的正常值

This option ensures that normals are always corrected to be ray-facing, which is how lighting on back-facing surfaces is computed internally in Redshift. When this option is disabled, the normals will not be corrected and will represent the true orientation of the surface. Disabling this option is useful for debugging.

此选项确保法线始终被修正为面向光线,这就是在红移中如何在内部计算面向后方的表面的照明。当此选项被禁用时,法线将不会被更正,而是代表表面的真实方向。禁用此选项对于调试非常有用。

Output States

输出状态

Normal

正常

The shading normal, with bump mapping.

阴影法线,用凹凸贴图。

Normal No Bump

正常无肿块

The shading normal, without bump mapping.

阴影法线,无凹凸贴图。

Normal Geom

正常地貌

The geometric normal.

几何法线。

Ray Origin

射线起源

The origin of the ray that has intersected this surface.

射线与这个曲面相交的射线的原点。

Ray Direction

射线方向

The direction of the ray that has intersected this surface. This vector has been normalized.

射线与这个曲面相交的方向。这个向量已被归一化。

Ray Position

射线位置

The position of the ray intersection on this surface.

光线交叉点在这个曲面上的位置。

Ray Length

射线长度

The length of the ray that has intersected this surface.

射线与这个曲面相交的射线的长度。

Tangent

切线

The tangent as read from the UV Set / Tangent Space channel, if available.

如果可用,从 UV 设置/相切空间通道读取的切线。

Bitangent

The bitangent as read from the UV Set / Tangent Space channel, if available.

如果可用,从 UV 设置/相切空间通道读取的位角。

UVW Coord

The uvw coordinate as read from the UV Set / Texture Space channel, if available.

从 UV 设置/纹理空间通道读取的 uvw 坐标(如果可用)。

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