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Volumetric Scattering And Fog 体积散射与雾—RS体积渲染—Redshift红移中文帮助文档手册
Volumetric Scattering And Fog 体积散射与雾 Volumetric Scattering And Fog Explained 体积散射和雾的解释 The space around us is not empty. It contains small particles of water, dust, ash, etc. A …
Volumetric Scattering And Fog 体积散射与雾 Volumetric Scattering And Fog Explained 体积散射和雾的解释 The space around us is not empty. It contains small particles of water, dust, ash, etc. A …
Cinema 4D ShaderGraph C4D着色器 Introduction 引言 The Shader Graph allows you to create and personalize complex materials inside of Redshift, these materials are composed of Shader Nodes. The …
Supported Shaders (Autodesk) Table Of Contents Introduction 暂无内容 Supported Shaders (Autodesk) - Redshift Documentation - Redshift Documentation (redshift3d.com)
Supported Shaders (Mental Ray) 支持着色器(金属光线) Introduction 引言 Some Autodesk shaders map directly to Mental Ray shaders. Here is a list of those shaders that are indirectly supported. …
Shader Translation 着色器变换 Redshift automatically supports commonly used shaders available in the Autodesk dccs. This section highlights which shader nodes are either fully or partially su …
Environment 环境 Introduction 引言 This is our basic environment shader, which takes a texture map as an input and projects it based on the projection mode. 这是我们的基本环境着色器,它以纹理 …
Physical Sky 物理天空 Introduction 引言 In conjunction with the Physical Sun light and camera exposure controls, Redshift supports a Physical Sky environment shader, with parameters similar t …
Environment Shaders 环境着色器 Environment mapping shaders are executed when a ray hits nothing and essentially exits the scene. They are used to give the impression of a 'wider world' outsid …
Math Shaders 数学着色器 Introduction 引言 Redshift supports a wide variety of commonly used math operation shaders for both scalar values and vectors. These simple shaders are all listed here …
HSV To Color HSV到颜色 Introduction 引言 Takes a hue, saturation, value vector and converts it into a red, green, blue color vector. The alpha value is simply copied to the output color alpha …
General Color Math Shaders 通用颜色数学着色器 Introduction 引言 Redshift supports a sub-set of math shaders that can also operate on RGBA color components. These simple shaders are all listed …
Color To HSV 颜色到HSV Introduction 引言 Takes a red, green, blue and alpha color vector and converts it into a hue, saturation, value and alpha output vector. The alpha value is simply copie …
Color Maker 色彩配置 Introduction 引言 The Color Maker takes separate red, green, blue and alpha scalar inputs and returns a 4 component color vector. Color Maker 接受单独的红色、绿色 …
Color Layer 颜色图层 Introduction 引言 This shader facilitates 'Photoshop'-style texture blending of stacked texture 'layers', complete with a comprehensive set of Porter-Duff alpha coverage …
Color Correct 颜色校正 Introduction 引言 This shader allows you to apply various color correction math. It is useful for tweaking colors or applying user-defined gamma correctio …
Introduction 引言 This shader allows you to blend two colors in multiple ways. It contains a sub-set of popular 'Photoshop'-style blend modes. 这个着色器允许你以多种方式混合两种颜色。它包含一 …
Vertex Attribute 顶点属性 Introduction 引言 This shader gives you access to color and scalar per-vertex attributes. This can be used as an alternative to the more flexible 这个着色器让你可以 …
Vector User Data 矢量用户数据 Introduction 引言 Attribute vector data can be stored per object or per point on a point cloud. This shader node gives you access to that attribute data, facilit …
Scalar User Data 标量用户数据 Introduction 引言 Attribute scalar data can be stored per object or per point on a point cloud. This shader node gives you access to that attribute data, facilit …
Point Attribute 点属性 Introduction 引言 This shader gives you access to color and scalar per-point particle attributes. This can be used as an alternative to the more flexible 这个着色器让 …
Integer User Data 整数用户数据 Introduction 引言 Attribute integer data can be stored per object or per point on a point cloud. This shader node gives you access to that attribute data, facil …
Color User Data 颜色用户数据 Introduction 引言 Attribute color data (RGBA or RGB) can be stored per object or per point on a point cloud. This shader node gives you access to that attribute d …
UV Projection UV投射 Introduction 引言 This node is useful for quick 3D projections of 2D textures onto objects with customizable placement. 这个节点对于快速将二维纹理的三维投影到具有可定制布 …
Wireframe 线框图 Introduction 引言 This shader generates a wireframe image based on the triangles and quads of the mesh that is being shaded. 这个着色器根据被着色的网格的三角形和四边形生成一 …
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 un …
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 …
Shader Switch 着色器转换 Introduction 引言 This shader is used for adding shading varation, such as different textures, when a material is shared over multiple objects. It can be chained with …
Round Corners 圆角 Introduction 引言 The traditional method for adding bevels to a mesh is through the 3d app's modelling tools. However, depending on the 3d app, this can be a laborious proc …
Ray Switch 光线转换 Introduction 引言 Sometimes you might want your material to shade differently when intersected by specific ray types, or whether it is seen front-facing or back-facing. Di …
Normal Map 法线贴图 Introduction 引言 Normal mapping is a texture-based technique used to give the impression of sub-polygon lighting detail, without having to model it. It is controlled by a …
Hair Random Color 毛发随机颜色 Introduction 引言 This utility texture node allows you to randomize a color for each hair strand. It should be used to add subtle variation to hair color and in …
Hair Position 毛发定位 Introduction 引言 This utilityshader node outputs the position along the strand of the hair. Some texture shader nodes will automatically use the hair position, when ap …
Fresnel 菲涅耳 Introduction 引言 This shader node computes a Fresnel effect weighted color. The Fresnel effect determines how the reflectivity of a surface changes when an incident ray is par …
Displacement Blender 置换混合 Introduction 引言 This shader allows you to blend the results of up to 4 displacement mapping shader nodes. It is essentially a displacement equivalent of the bu …
Displacement 置换 Introduction 引言 Displacement mapping is a texture-based technique used to physically displace tessellated geometry. It can be controlled by either a vector texture or heig …
Curvature 曲率 Introduction 引言 This shader shades an object based on surface curvature. It features two modes: Convex and Concave. 这个着色器根据物体表面的曲率为物体着色。它有两种模式: 凸凹 …
Bump Map 凹凸贴图 Introduction 引言 The Redshift Bump Map node supports both height maps for bump mapping and object space or tangent space normal mapping. Bump / Normal mapping is a texture- …