Elements of the ShaderGraph
ShaderGraph 的元素
Shader Nodes
阴影节点
Redshift Shader Nodes are very simliar to an Xpresso Node's functionality, they have Input paramerters and Output parameters.
红移着色节点非常类似于 Xpresso 节点的功能,它们有输入参数和输出参数。
Input parameters
输入参数
Input parameters, which can be viewed by clicking the top left (blue box) of our node, can sometimes be controlled by other shader nodes. Such as the input of a RS Ramp node can be driven by a RS Texture node.
输入参数可以通过单击节点的左上角(蓝框)来查看,有时可以由其他着色器节点控制。比如输入一个 RS 的 Ramp 节点可以由一个 RS 纹理节点驱动。
Input parameters
输入参数
Output parameters
输出参数
Output parameters, which can be viewed by clicking the top right (red box) of our node, have different types. To view the type of Output port we can hover over the port or we can right click and view the Port information. Only ports that are compatible can be connected together, but our graph will do automatic conversions when possible. Example: Connecting a RS Color User Data Output (Color Type) to a Reflection Roughness Input (Real Type), Redshift will convert our Color to a Real value to be used for the roughness.
可以通过单击节点的右上角(红框)查看输出参数,它们具有不同的类型。要查看输出端口的类型,我们可以将鼠标悬停在端口上,或者右击查看端口信息。只有兼容的端口才能连接在一起,但是我们的图表将在可能的情况下进行自动转换。例如: 连接一个 RS 颜色用户数据输出(颜色类型)到反射粗糙度输入(真实类型) ,红移将我们的颜色转换为一个真实值用于粗糙度。
Output Parameters
输出参数
The Output Node
输出节点
The Output Node represents the output of the entire material, every redshift graph has one. The Output node also holds the Material ID, that can be used for AOVs. The different Inputs are described down below:
输出节点表示整个材料的输出,每个红移图都有一个。Output 节点还包含可用于 aov 的 Material ID。不同的投入详述如下:
Surface
表面
Material surface output. Normally the output, from nodes, from the Materials category, are connected here. Although simple Utility or Texture nodes are also supported, can be useful to quickly preview a Fresnel curve or textures in the scene.
材料表面输出。通常,来自节点的输出,来自材料类别,在这里连接。虽然简单的实用工具或纹理节点也支持,可以用于快速预览场景中的菲涅耳曲线或纹理。
Surface Output
表面输出
Displacement
排水量
Material Displacement output. Used with nodes from the Displacement category. Requires geometry to have displacement enabled through an RSObject tag.
材料位移输出。与来自位移类别的节点一起使用。要求几何体通过 RSObject 标签启用位移。
Displacement Output
位移输出
Environment
环境
Material environment output. Used with nodes from the Environment category.
材料环境输出。与环境类别中的节点一起使用。
Environment Output
环境输出
Volume
音量
Material Volume output. Used with nodes from the volume category. Such materials are applicable only to Volume objects such as a Redshift Volume, or TFD Volume container. Volume materials should not have any other outputs connected.
材料量输出。与卷类别中的节点一起使用。这类材料仅适用于卷对象,如红移卷或 TFD 卷容器。批量材料不应有任何其他输出连接。
Volume Output
音量输出
Light
灯光
Light material output. Used with nodes from the light category. These materials are applicable only to RS Lights. Light materials should not have any other outputs connected.
轻质材料输出。与轻类别的节点一起使用。这些材料只适用于 RS 灯。轻质材料不应有任何其他输出连接。
Light Output
光输出
Viewport
Viewport output. Allows overriding the viewport preview with an alternative shader. This can also be useful to preview a certain texture in the viewport when editing UVs.
视窗输出。允许使用替代着色器重写视图预览。这对于在编辑 uv 时在视区预览特定的纹理也很有用。
Viewport Output
视窗输出
Viewport preview resolution
视窗预览分辨率
Adjust the resolution of a texture in the viewport by going to the editor tab and picking a resolution, similar to built in C4D materials.
通过进入编辑器选项卡并选择一个分辨率来调整视图中纹理的分辨率,类似于内置的 C4D 材质。
Viewport
Special parameters
特殊参数
UV Channel / Texture Space / Tangent Channel
UV 通道/纹理空间/切线通道
The UV Channel, available in various nodes, is used to determine the source of UV's needed by the node, by default this channel will be left empty, so Redshift will use the UV's from the texture tag that holds the material. Alternatively you can set the name of (or drag and drop) a UVW tag. The node will use the raw UVs from a tag that matches the name, in any object that holds this material.
紫外线通道,可在各种节点,是用来确定紫外线的来源所需的节点,默认情况下,这个通道将是空的,所以红移将使用紫外线的纹理标签,持有材质。或者,您可以设置 UVW 标记的名称(或拖放)。该节点将使用来自与该名称匹配的标记的原始 uv,在任何包含该材料的对象中。
UV Channel
紫外线通道
Vertex Attribute Name
顶点属性名
The Vertex Attribute Name, for example in the Vertex Attribute Node, is used to determine the source of per-vertex Color data needed by the node. Weight-maps or Vertex Color tags can be used by entering the name of the corresponding Vertex attribute or by dragging and dropping the tag.
顶点属性名称(例如在顶点属性节点中)用于确定节点所需的每顶点颜色数据的来源。权重映射或顶点颜色标记可以通过输入相应的顶点属性的名称或通过拖放标记来使用。
Vertex Attribute Name
顶点属性名
Object Attribute Name
对象属性名称
The Object Attribute Name, for example in the Scalar User Data node, is used to determine the source of per-object data needed by the node. This can be a Cinema 4D Object User Data Value (like in our example below) or a special value depending on the object such as Mograph Index Ratio, Particle Life, ect. In the example below a User Data named "Example" has been added to our cube, with a value of one. We will use the Scalar User Data to drive our RS Shader Switch and set the Shader one to red.
对象属性名称(例如在标量用户数据节点中)用于确定节点所需的每个对象数据的源。这可以是一个影院4D 对象用户数据值(如下面的例子)或一个特殊的值取决于对象,如 Mograph 索引比率,粒子生命,ect。在下面的示例中,多维数据集中添加了一个名为“ Example”的用户数据,其值为。我们将使用标量用户数据驱动我们的 RS 着色开关,并设置着色一红色。
Object Attribute Name
对象属性名称
Volume Channels
音量通道
The Volume Channels, in the RS Volume Node is used to select a specific channel provided by a volume object (VDB or TurbulenceFD). There is a preset button that offers options typically found in Volumes, but will be dependent on what is provided in the scene.
RS 卷节点中的卷信道用于选择卷对象提供的特定信道(VDB 或 TurbulenceFD)。有一个预设按钮,提供选项通常发现在卷,但将取决于什么是在场景中提供。
Volume Channels
音量通道
AOV Names
名称
The AOV Names, for example in the RS Store Color to AOV, are used to select or create an AOV for the custom AOV workflows.
AOV 名称,例如在 RS 存储颜色到 AOV 中,用于为自定义 AOV 工作流选择或创建 AOV。
AOV Names
名称
Camera Picker
相机拾取器
The Camera Picker, found in the Camera Map node is used to select a camera in the scene.
在 Camera Map 节点中找到的 Camera Picker 用于选择场景中的摄像机。
Camera Picker
相机拾取器
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