Tri Planar 三平面
Introduction
引言
This node allows render-time automatic assignment of UV coordinates, projected on each axis. This technique is useful for surfaces that are difficult to unwrap and bake UV coordinates on and works for color, bump and displacement textures.
这个节点允许渲染时间自动分配 UV 坐标,投影在每个轴上。这项技术对于那些很难打开和烘烤 UV 坐标的表面是有用的,并且对于颜色、凹凸和位移纹理也有用。
Different texture projected onto each axis and blended
不同的纹理投射到每个轴和混合
Texture
纹理
Same Image On Each Axis
每个轴上的相同图像
When enabled, this option forces Image X shaders to be executed for all axis projections. When disabled, Image Y and Z shaders will be executed for the Y and Z axis projections respectively.
当启用时,此选项将强制对所有轴投影执行 Image x 着色器。当禁用,图像 y 和 z 着色器将执行的 y 轴和 z 轴投影分别。
|
|
|
|
Same Image On Each Axis: Enabled 每个轴上的相同图像: Enabled RGB 三原色 |
Disabled 残疾人士 RGB 三原色 |
Enabled 启用 Textured 纹理 |
Disabled 残疾人士 Textured 纹理 |
Image X/Y/Z
图片 x/y/z
The color for the X/Y/Z axis projections, respectively.
X/y/z 轴投影的颜色。
Blend Amount
混合量
This value dermines how much of the color results for each axis can overlap and be blended together. Having some amount of blending results in a soft transition between axis colors, instead of a hard edge.
这个值取消了每个轴的颜色结果中有多少可以重叠和混合在一起。有一些混合量的结果之间的轴的颜色软过渡,而不是硬边。
|
|
|
Blend Amount: 0.0 混合量: 0.0 | 0.1 | 1.0 |
Blend Curve
混合曲线
This value determines the power curve of the axis overlap blend and can be used to tighten or slacken the blending effect between axis colors.
这个值决定了轴重叠共混物的功率曲线,可以用来收紧或减弱轴色之间的共混效果。
|
|
|
|
|
Blend Curve: 1.0 混合曲线: 1.0 Blend Amount: 1.0 混合量: 1.0 |
2.0 | 3.0 | 6.0 | 10.0 |
Coordinates
坐标
The UV projection for each axis is computed from the coordinates of the object that is being shaded. Because objects can vary in size and location in the world, the options below allow you to tune how the object coordinates are mapped onto uvs.
每个轴的紫外线投影是根据被遮盖物体的坐标计算出来的。由于对象在世界上的大小和位置可能不同,下面的选项允许您调整如何将对象坐标映射到 uvs 上。
Scale
比例
These values scale the projected UVs computed for each axis.
这些值可以缩放每个轴的计算结果。
|
|
|
Scale X, Y, Z: 1.0, 1.0, 1.0 量表 x,y,z: 1.0,1.0,1.0 | 2.0, 2.0, 2.0 2.0,2.0,2.0 | 0.3, 6.0, 4.0 0.3,6.0,4.0 |
Offset
偏移量
These values offset the projected UVs computed for each axis. Combined with the Scale option, the UVs for each axis are modifed like so:
这些值抵消了为每个轴计算的投影 uv 值。结合 Scale 选项,每个轴的 uv 被修改如下:
Axis X:
轴 x:
u = (u + Offset.z) * Scale.z
U = (u + Offset.z) * Scale.z
v = (v + Offset.y) * Scale.y
V = (v + Offset.y) * Scale.y
Axis Y:
Y 轴:
u = (u + Offset.x) * Scale.x
U = (u + Offset.x) * Scale.x
v = (v + Offset.z) * Scale.z
V = (v + Offset.z) * Scale.z
Axis Z:
轴 z:
u = (u * Offset.x) * Scale.x
U = (u * Offset.x) * Scale.x
v = (v * Offset.y) * Scale.y
V = (v * Offset.y) * Scale.y
|
|
|
Offset X, Y, Z: 0, 0, 0 0,0,0 | 0.5, 0.5, 0.5 0.5,0.5,0.5 | 2.5, 2.5, 2.5 2.5,2.5,2.5 |
Rotation
旋转
These values, in degrees, rotate each axis UV projection respectively, so the Rotation.x value rotates the X Axis projection etc. This rotation is applied after the above Scale and Offset adjustment.
这些值以度为单位旋转每个轴的紫外线投影,因此 x 值旋转 x 轴投影等等。此旋转应用于上述比例尺和偏移量调整之后。
|
|
Rotation X, Y, Z: 0, 0, 0 旋转 x,y,z: 0,0,0 | 45, 60, 90 456090 |
Projection Space Type
投影空间类型
This specifies the projection space type, which determines which object shading coordinates are projected into uv coordinates. The options are as follows:
这指定了投影空间类型,它决定了哪些物体的阴影坐标被投影到紫外线坐标中。备选方案如下:
- World - uses the world-space coordinates that are being shaded. This option will result in texture projection 'swimming' if the object moves or is instanced. 世界-使用世界空间坐标正在阴影。这个选项将导致纹理投影“游泳”,如果对象移动或实例
- Object - uses the object-space coordinates that are being shaded. This option undoes the world transform to lock the coordinates to the local object space, resulting in no texture projection swimming when the object moves or is instanced. 对象-使用正在进行阴影处理的对象空间坐标。此选项取消世界转换以将坐标锁定到局部对象空间,从而导致在对象移动或实例化时没有纹理投影游动
-
Reference - uses the object reference pose coordinates, if available. This option results in no texture projection swimming when the object moves, is instanced or is deformed.
引用-使用对象引用的姿态坐标,如果可用的话。当物体移动、实例化或变形时,此选项不会导致纹理投影游动。
|
|
|
Projection Space Type: World 投影空间类型: 世界 | Object 对象 | Reference 参考资料 |
Add a Redshift Object tag to your object and select a Source Object or create a Snapshot under the Redshift Object > Geometry > Refrence section as seen below.
添加一个红移对象标签到您的对象,并选择一个源对象或创建一个快照下的红移对象 > 几何图形 > 雷弗伦斯部分,如下所示。
赶快留个言打破零评论!~