In 3D graphics, materials and textures are nearly as important as shapes. Scenes would be boring if all the objects were gray.
::在3D图形中,材料和纹理几乎和形状一样重要.如果所有物体都是灰色的,场景就会很无聊.

The material system in Blender allows you to model a wide variety of materials and how they interact with light. The next few modules will introduce the available options.
::混合器中的材料系统允许您模拟各种各样的材料以及它们与光的相互作用.下面的几个模块将介绍可用的选项.

Note:

Note that material and texture settings are renderer-specific.  This page and the following ones describe settings appropriate to the  Blender Internal  renderer, which is the one selected by default when you open a new Blender document. Other renderers (both built into Blender and external) are available; you will learn about these later, in  Advanced Rendering .
::请注意,材料和纹理设置是染器特定的.本页和下面的页面描述了适用于Blender内部染器的设置,这是当您打开新的Blender文档时默认选择的.其他染器 (既内置在Blender中,也外部) 也可用;您将在稍后的高级染中了解这些.

Material versus Texture
::材料与质地

A material defines the optical properties of an object: its color and whether it is dull or shiny. A texture is a pattern that breaks up the uniform appearance of the material. Very few objects in the real world have completely uniform surfaces. Instead most of them have patterning or variation in color: consider the grain in a piece of wood, the pile in a carpet, or the mortar in a brick wall.
::材料定义了物体的光学特性:它的颜色,以及它是否淡或闪亮. 质感是一种破坏材料均外观的图案. 现实世界中很少有物体具有完全均的表面. 相反,它们中的大多数具有图案或颜色变化:考虑一块木头中的粒,地毯中的堆或墙中的砂. 材料的表面是不同的,但它具有不同的颜色.

Blender allows textures to influence materials in various ways, such as altering their colors. Multiple textures can interact with each other to produce interesting effects.
::混合器允许纹理以各种方式影响材料,例如改变它们的颜色.多种纹理可以相互相互作用,产生有趣的效果.

Note that textures have to be attached to materials to affect objects, you cannot apply a texture to an object without a material.
::需要在物体上附加纹理才能产生影响, 没有材料就无法对物体施加纹理.

Other Material Settings
::其他材料设置

Additional settings you can specify for a material include shaders, ray-tracing and halo.
::您可以为材料指定额外的设置包括遮光器,光线追踪和光环.

Shaders determine how the appearance of a material varies with the angle of the light: diffuse shaders give a non-shiny look, while specular shaders give a mirror-like finish. Blender's material settings always involve both kinds of shaders, but you can adjust a material's diffuse and specular colours separately to control their respective effects; if you set the specular colour to black, the surface will no longer produce reflections.
::遮光器决定材料的外观如何随着光的角度而变化:扩散遮光器会使外观不闪亮,而镜面遮光器则会使表面呈现镜像的表面.混合器的材料设置总是包括两种遮光器,但您可以单独调整材料的扩散和镜面颜色以控制它们的各自效果;如果您将镜面颜色设置为黑色,表面将不再产生反射.

Ray-tracing is a technique for modeling the physical path of light through the scene. It is capable of producing exquisite reflection and refraction effects, including different degrees of reflectivity, translucency and transparency, and representing materials with different indexes of refraction. Blender provides two separate groups of ray-tracing settings, one for reflection of light and the other for its transmission through the material. You can control these settings on a per-material basis.
::射线追踪是一种模拟光线穿过场景的物理路径的技术.它能够产生精致的反射和折射效果,包括不同程度的反射率,半透明度和透明度,并表示具有不同折射率的材料.混合器提供两个单独的射线追踪设置组,一个用于光线反射,另一个用于光线通过材料的传输.您可以根据材料控制这些设置.

Halo rendering means an object no longer looks like solid matter, instead it appears to be made of bits of light. This can be used for real-world effects like fire, smoke and plasma, or to create fantasy effects with no connection to reality.
::光染意味着物体不再看起来像固体物质,而是看起来像由光片组成.这可以用于现实世界效果,如火,烟雾和等离子体,或创建与现实无关的幻想效果.

Note that reflections produced by ray-tracing are separate from that produced by the specular shader: the former are controlled by the material's mirror colour, while the latter is controlled by its specular colour.
::需要注意的是,光线追踪产生的反射与镜面遮光器产生的反射是不同的:前者由材料的镜面颜色控制,而后者则由其镜面颜色控制.

Reflection is done in two different ways because, while ray-tracing produces the most realistic renders, it is also very CPU-intensive. It is therefore best to apply the ray-tracing effects when you're completely done with your modelling to help reduce high CPU usage. Enough practice with ray-tracing can also help you get stunning effects with just few clicks without you having to do much trial and error. You would do well to dedicate at least a few hours of your time to experimenting with it, so that in a future real production situation, you will be spared all that hassle.
::反射是通过两种不同的方式完成的,因为虽然光线追踪产生最真实的染,但它也非常耗费CPU.因此,最好在完全完成模型设计后应用光线追踪效果,以帮助减少CPU的高使用量.光线追踪的充分练习也可以帮助您在不用做太多试错的情况下只需几次点击就获得惊人的效果.您最好至少花几个小时的时间来尝试它,这样在未来的真实生产情况下,您将免受所有麻烦.

Types of Textures
::纹理的类型

When you create a texture in Blender, you will see a popup menu listing a whole lot of different types for the texture. The Image or Movie texture type lets you use a scanned image to texture your object: for example, you can scan an actual piece of metal and use that to give your object a realistic metallic appearance, or use a photograph of an actual brick wall to texture the wall of a building model, and so on. You could even use a movie, which plays during the animation of the scene.
::当你在Blender中创建一个纹理时,你会看到一个弹出菜单,列出了许多不同的纹理类型.图像或电影纹理类型允许你使用扫描的图像来纹理你的对象:例如,你可以扫描一个实际的金属片段并使用它来给你的对象一个现实的金属外观,或者使用一个实际的墙的照片来纹理建筑模型的墙壁,等等.你甚至可以使用电影,在场景的动画中播放.

The other texture types are called procedural, which means the textures are generated according to algorithms built into Blender itself. These can be useful for simulating various effects when you don’t have an image of the real material handy; they can also be applied to augment the appearance in various ways. For example:
::其他纹理类型称为程序式,这意味着纹理是根据Blender本身内置的算法生成的.当你没有实际材料的图像时,这些可以用于模拟各种效果;它们也可以用于以各种方式增强外观.例如:

  • using a “cloud” texture to “dirty-up” a material
    ::通过"云"纹理"污染"材料
or
  • using one texture as a stencil to create an amalgam of two other textures.
    ::使用一种纹理作为版,

最后修改: 2025年03月14日 星期五 16:45