In the Properties   window, you will find the Texture   context, which looks like at right.
::在属性窗口中,您将找到"纹理"的上下文,

At the top you will see a row of three icons  , which indicate texture settings to view and change:
::在顶部 ,您将看到一行三个图标 , 显示可查看和更改的纹理设置:

  •  World Texture — a texture to use for the sky backdrop
    ::世界纹理 用于天空背景的纹理
  •  Material Texture — a texture associated with the currently-selected material
    ::材料质地 与当前选择的材料相关的质地
  •  Brush Texture — a texture used for some other purpose.
    ::刷纹理 用于其他目的的纹理.

There are two main types of textures in Blender:
::在Blender中有两种主要的纹理类型:

  • Image/Movie textures
    ::图像/电影纹理
  • Procedural textures (all other types in the Type menu).
    ::程序纹理 (类型菜单中的所有其他类型).

An image/movie texture allows a two-dimensional image (which might be static or moving) to be wrapped around the surface of a three-dimensional object in some way. Alternatively, a procedural texture directly maps a predefined three-dimensional mathematical function to the surface coordinates of the object.
::图像/电影纹理允许以某种方式将二维图像 (可能是静态或移动的) 包裹在三维对象的表面上. 作为替代方案,程序纹理直接将预定义的三维数学函数映射到对象的表面坐标上.

The “Coordinates:” popup menu defines how positions on the object surface are mapped to positions within the texture coordinate space. All of these options specify automatic mapping algorithms, except one: the “UV” option. This one lets you work within the UV/Image Editor, where you  unwrap  the surface of the mesh onto a flat rectangle showing the texture image (this really only works with Image/Movie textures), and then move sections of the mesh around to make them show corresponding parts of the texture.
::Coordinates:弹出菜单定义了对象表面的位置如何映射到纹理坐标空间中的位置.所有这些选项都指定了自动映射算法,除了一个:UV选项.这一个让您在UV/图像编辑器中工作,您可以将网格的表面解开到显示纹理图像的平面矩形上 (这实际上只适用于图像/电影纹理),然后将网格的部分移动,使它们显示对应的纹理部分.

The “Projection:” popup menu further controls how the two-dimensional surface of the object is mapped to a two-dimensional Image/Movie texture. It seems to have no effect for procedural textures.
::投影:弹出菜单进一步控制对象的二维表面如何映射到二维图像/电影纹理.它似乎对程序纹理没有影响.

The “Offset:” and “Size:” X, Y and Z values allow simple adjustments of the position and scaling of the texture. Note that the size values work the opposite way to what you might expect: larger values here make the texture  smaller  along the corresponding dimension.
::Offset:和Size: X,Y和Z值允许简单的调整位置和纹理的缩放.请注意,尺寸值与您可能预期的相反:更大的值使纹理在相应的维度上变小.

The image at right shows the common settings panels for all material texture types. Additional panels will appear depending on the chosen texture type; the settings shown are for the “None” texture, which is the same as having no texture at all.
::右图显示所有材料纹理类型的常用设置面板.根据所选的纹理类型,会出现额外的面板;显示的设置是对"无"纹理的,这与没有纹理完全相同.

Material Textures
::材料质地

A material may have more than one texture associated with it. At the top of the material texture settings (see above), is a list of the  texture slots  associated with the material. Slots may be empty (unused), and slots containing a texture may be enabled or disabled, by checking or unchecking the box at the right of the list item. Disabling a texture slot stops it having an effect on the material, which is the same as deleting the texture from the slot altogether, except it is easier to revert. This can be useful when trying to debug the effect of a combination of textures on the material.
::一种材料可能与它相关联的多种纹理.在材料纹理设置 (见上文) 的顶部,是与材料相关联的纹理槽的列表.槽可能是空的 (未使用的),并且包含纹理的槽可以通过勾选或取消勾选列表项右边的框来启用或禁用.禁用纹理槽会阻止它对材料产生影响,这与从槽中删除纹理完全相同,除了更容易恢复.这可以在试图调试对材料的纹理组合的影响时有用.

World Textures
::世界的纹理

You previously saw how to set up colours for the sky in the  World Settings ; you can also add a sky texture as well.
::您可以在"世界设置"中设置天空的颜色,

World texture settings look similar to texture settings: again there are a number of slots, and there are mapping and influence options. But the mapping coordinates types are different (and there is no UV option), and the influence types are more limited.
::世界纹理设置与纹理设置相似:再次有多个槽,并且有映射和影响选项.但映射坐标类型不同 (没有紫外线选项),影响类型更有限.

Note:

Note that the only Influence checkbox checked by default is “Blend”.
::请注意,默认选中的唯一一个影响的选项框是"混合".

If you’re wondering why your texture definition here is making no difference to your sky, either make sure the “Blend” checkbox is checked in your World   settings, or check the “Horizon” Influence box here if you don’t want a sky gradation.
::如果您想知道为什么您的纹理定义对您的天空没有影响,请确保在您的世界设置中勾选"混合"的选项框,或者勾选"地平线"的选项框,


Last modified: Friday, 14 March 2025, 6:42 PM