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2023-12-04 07:05| 来源: 网络整理| 查看: 265

老惯例,依然免费,乐于接受捐助,先贴张图,随便扫射,多少随意,次数不限RealFlow|Cinema4D_V3帮助文档中英文对照—更新第一期 RealFlow|Cinema4D_V3帮助文档中英文对照(01) 正文开始。 RealFlow|Cinema4D_V3帮助文档中英文对照(01)

本次更新涉及以下内容:Parameter Reference(参数参考)之Fluids (流体)之

Fluid : Fluid Viscous

流体:流体 半流体

Fluid : Fluid Viscoelastic

流体:流体黏弹性体

Fluid : Particles

流体:粒子

Fluid : Cache

流体:缓存

Fluid : Display

流体:显示

Fluid : Fluid Viscous

流体:流体 半流体

This is the place where the type of fluid/material is defined together with its properties.

这是流体/材质的类型和它的属性被一起定义的位置。 

RealFlow|Cinema4D_V3帮助文档中英文对照—更新第十三期

 

RealFlow Scene

RealFlow场景

In RealFlow | Cinema 4D it is possible to use multiple "Scene" trees in the same project:

在RealFlow | Cinema 4D同一项目里可以使用多个“场景”树:

To link the "Fluid" node to a different scene tree dragging the appropriate "Scene" node to this field 

要想链接发射器到不同的场景树,拖拽相关“场景”节点到这个区域。

Furthermore you have direct access to the selected "Scene" tree's → "Solver", → "Cache", and → "Display" tabs. For descriptions of these parameters follow the links.

此外,你还能直接进入到被选择“场景”树的→ "Solver", → "Cache", and → "Display"标签。对于这些参数的描述,看接下来的链接。

Quick access to the "Solver" settings comes in handy when you work with Dyverso materials (granular, viscous, viscoelastic, rigid, elastic).

快速进入“解算器”设置,便于当你工作在Dyverso材质(颗粒、半流体、粘弹性体、刚体、弹性体)时。

Links

链接

RealFlow | Cinema 4D supports interactions between different fluid, rigid, and elastic containers, e.g. for the creation of foam or water-and-oil simulations:

RealFlow | Cinema 4D支持流体、刚体、弹力体容器之间的交互作用,比如,对于泡沫或者水或者油模拟的创建:

All fluid, rigid, and elastic containers inside the drag-and-drop field will be affected by the fluid. If there is only one container in the scene it will be linked automatically, otherwise the connection has to be established manually.

所有拖拽到流体、刚体和弹力体容器以内的都会受到流体的影响。如果场景里面只有一个容器,它将会被自动链接,否则他们之间的链需要手动建立。

To learn more about how to link RealFlow scene elements and make them interact take a look at the → "Links" page with examples.

想要了解更多关于如何链接RealFlow场景元素和让它们相互作用,浏览 →"Manual Linking"范例页面。

Type

类型

There are six different types of fluids and materials. All types, except "Dumb", are GPU-accelerated:

有六种不同的流体和材质。除了"哑巴体",所有类型都可以实现GPU加速。

"Dumb” particles are often used for spray or foam. These particles cannot react with each other and do not have the characteristic fluid properties, but they are simulated very fast.

“Dumb”通常被用来模拟浪花、泡沫。这些粒子相互之间不发生交互作用,并且不具备流体的固有属性,但是它们模拟的速度非常快。

"Liquid - SPH" is a very accurate fluid solver.

"Liquid - SPH"是非常精准的流体结算器。

"Liquid - PBD" is a very fast fluid type (faster than “Liquid - SPH”).

"Liquid - PBD"速度非常快(快于“Liquid - SPH”)

"Granular" is suitable for substances like sand or snow.

"Granular"适合模拟像砂粒或者雪一类的物质。

"Viscous" fluids are suited for substances like caramel, yogurt, oil, or lava.

"Viscous"适合模拟像焦糖、酸奶、油脂或者熔岩一类的物质。

"Viscoelastic" is the choice of materials such as rubber, caoutchouc, silicone, or "memory foam".

"Viscoelastic"是模拟橡皮、橡胶、树脂、或者“记忆海绵”一类材质的物质不二的选择。

Not all materials are able to interact. For a complete list of possible interactions please visit → this page.

不是所有材质都能够产生交互作用,查阅可能交互的完整列表请看→ this page.

Resolution

分辨率

With this setting you can change the amount of particles. “Resolution” mainly depends on scene scale and emitter scale, but it also affects the material's mass and therefore depends on “Density”, too:

使用这个设置,你可以改变粒子总量。“分辨率”主要基于场景缩放和发射器缩放,但它也影响材质的质量 ,因此也基于“密度”:

With “Resolution” set to 1.0, a volume of 1 m x 1 m x 1 m contains exactly 1,000 particles.

“分辨率”设置为1.0、体积为1 m x 1 m x 1 m ,则会精确容纳1000个粒子。

The parameter accepts any positive value.

这个参数接受任何正数。

Density

密度

This parameter is defined as mass per volume unit and is different for each substance. “Density” does not change the fluid's behaviour, but it is possible to mix fluids from different domains. This way you are able to simulate substances like oil and water. The unit is kilograms per cubic metre. The density of water is 1,000 kg/m3. Avoid very small values close to 0, because they can lead to instabilities.

这个参数被定义为每个单位体积的质量和区分不同的物质。“密度”不改变流体的特征,但它有可能在不同区域混合流体。单位是千克/立方米,水的密度是1,000 kg/m3。避免非常小、靠近0的值,因为它们会导致不稳定。

Int Pressure

内部压力

Internal pressure goes from 0 to 1, and simulates the forces between nearby particles and pushes them apart - this makes the fluid fill a greater volume.

内部压力从0到1,模拟靠的比较近的粒子之间的力并且把他们分开 – 这会让流体填充一个较大体积。

Ext Pressure Scale

外部压力

This parameter goes from 0 to 1, and tries to limit a fluid’s expansion tendency comparable to atmospheric pressure. Particles tend to "stick" together with higher values.  The substeps and iterations settings in the "Scene" node's → "Solver" tab influence how this parameter acts on the fluid.

这个参数范围从0到1,它试图限制扩展趋势和能够与大气压力相比。较高值粒子倾向于“粘滞”在一起。子步幅设置在RealFlow | Cinema 4D的→"Solver"标签,影响这个参数如何作用在流体上。

Tensile strength

抗拉强度

Higher settings increase a fluid's tendency to contract and form string-like structures. As a side-effect, the fluid's borders become thicker. "Tensile strength" accepts any value between 0 an 1.

更高的设置提升一个流体弦状结构收缩倾向。作为一个侧面效果,流体的边缘变得更厚。“抗拉强度”接受任何介于0和1之间的值。

 Viscosity

粘度

This parameter lets you create substances like cream, chocolate, oil, honey, or tooth paste:

这个参数让你创建物质类似奶油、巧克力、油、蜂蜜或牙膏:

“Viscosity” ranges between 0 and 1 and can be animated.

粘度范围从0到1,并且能被动画。

To get a more rigid behaviour increase the solver's → substeps (10/10 is a good start) and → iterations.

要想获得更多刚体特征提升解算器的→子步幅(10/10是一个不错的开始)和→迭代。

Cohesion

内聚力

"Cohesion" is a force of attraction between nearby particles. With particle streams you will get a look similar to toothpaste or thick paint coming out of a tube. Any value between 0 ans 1 is accepted. The substeps and iterations settings in RealFlow's → "Simulation Options" influence how this parameter acts on the particles.

“内聚力”是一个介于较近粒子之间的吸引力。对于粒子流,你将得到一个外观类似于牙膏或厚漆从一个管状物里冒出来。任何值0到1 之间都被接受。子步幅和迭代设置在“场景”节点的→"模拟选项" 标签,影响这个参数如何作用在粒子上。

Damping

阻尼

Damping smoothens the relative velocities between nearby particles. A small amount of damping helps to stabilize a simulation, while higher values introduce (more) viscosity to the material. The range goes from 0 to 10.

阻尼平滑靠的比较近的粒子之间的相对速度 。一个小数量的阻尼帮助稳定一个模拟,更高值给材质带来黏度。范围从0到10。

Compute Vorticity

计算涡度

Vorticity channel computation is disabled by default to improve performance. Activate this option before the simulation starts if you need it for → filtering or shading purposes.

默认情况下涡度通道计算被禁用来改善性能。如果你需要它用于→ 过滤或着色目的,模拟开始之前激活这个选项。

Max particles

最大粒子数

Please enter a value to stop emission at a certain amount of particles. "Max particles" is based on the total amount of emitted particles. Let's say you have entered "50,000". If there are currently 1,000 particles in your scene, but you have already deleted 49,000 particles RealFlow will stop the emission.

请输入一个值来停止一定数量粒子的发射。“最大粒子”基于被发射粒子的全部数量。我们说如果你已经输入“50,000”,如果场景中有1,000个粒子,但是你已经删除了49,000个粒子,RealFlow将停止发射。

Use Initial State

使用初始状态

Initial states can be created and activated/deactivated individually for each "Fluid" node (also see → "Initial States"). When

初始状态能够被创建和单独激活/不激活对于每个流体节点(见→“初始状态”)。当

enabled the initial state will be used

开启,初始状态将被使用

disabled the initial state will be deactivated temporarily.

禁用,初始状态将暂时不被激活。

Create Initial State

创建初始状态

This function lets you set any simulation frame as a new start preset. When you reset the scene the simulation will be starting from the previously defined initial state. The associated initial state file will be written to the scene's catch folder specified under Scene > Cache. Here is the workflow:

这个函数让你设置任意模拟帧作为一个新的开始预置。当你重置场景,模拟将从上一个初始状态开始。相关初始状态文件将被重新写入到场景的指定Scene > Cache缓存文件夹下。这是工作流程:

Simulate (click on the timeline's "Play" button)

模拟(点击时间线的“播放”键)

Stop the simulation at any time and press "Create Initial State.

在任意时间停止模拟,点击“创建初始状态”。

Set “Use Initial State” to “Yes” if necessary.

如果有必要的话,设置“使用初始状态”到“Yes”。

Rewind the timeline to frame 0; the initial state is shown.

返回时间线到第0帧;初始状态显示。

Simulate.

模拟。

Fluid : Fluid Viscoelastic

流体:流体黏弹性体

This is the place where the type of fluid/material is defined together with its properties.

这是流体/材质的类型和它的属性被一起定义的位置。 

RealFlow|Cinema4D_V3帮助文档中英文对照—更新第十三期

 

RealFlow Scene

RealFlow场景

In RealFlow | Cinema 4D it is possible to use multiple "Scene" trees in the same project:

在RealFlow | Cinema 4D同一项目里可以使用多个“场景”树:

To link the "Fluid" node to a different scene tree dragging the appropriate "Scene" node to this field 

要想链接发射器到不同的场景树,拖拽相关“场景”节点到这个区域

Furthermore you have direct access to the selected "Scene" tree's → "Solver", → "Cache", and → "Display" tabs. For descriptions of these parameters follow the links.

此外,你还能直接进入到被选择“场景”树的→ "Solver", → "Cache", and → "Display"标签。对于这些参数的描述,看接下来的链接。

Quick access to the "Solver" settings comes in handy when you work with Dyverso materials (granular, viscous, viscoelastic, rigid, elastic).

快速进入“解算器”设置,便于当你工作在Dyverso材质(颗粒、半流体、粘弹性体、刚体、弹性体)时。

Type

类型

There are six different types of fluids and materials. All types, except "Dumb", are GPU-accelerated:

有六种不同的流体和材质。除了"哑巴体",所有类型都可以实现GPU加速。

"Dumb” particles are often used for spray or foam. These particles cannot react with each other and do not have the characteristic fluid properties, but they are simulated very fast.

“Dumb”通常被用来模拟浪花、泡沫。这些粒子相互之间不发生交互作用,并且不具备流体的固有属性,但是它们模拟的速度非常快。

"Liquid - SPH" is a very accurate fluid solver.

"Liquid - SPH"是非常精准的流体结算器。

"Liquid - PBD" is a very fast fluid type (faster than “Liquid - SPH”).

"Liquid - PBD"速度非常快(快于“Liquid - SPH”)

"Granular" is suitable for substances like sand or snow.

"Granular"适合模拟像砂粒或者雪一类的物质。

"Viscous" fluids are suited for substances like caramel, yogurt, oil, or lava.

"Viscous"适合模拟像焦糖、酸奶、油脂或者熔岩一类的物质。

"Viscoelastic" is the choice of materials such as rubber, caoutchouc, silicone, or "memory foam".

"Viscoelastic"是模拟橡皮、橡胶、树脂、或者“记忆海绵”一类材质的物质不二的选择。

Not all materials are able to interact. For a complete list of possible interactions please visit → this page.

不是所有材质都能够产生交互作用,查阅可能交互的完整列表请看→ this page.

Resolution

分辨率

With this setting you can change the amount of particles. “Resolution” mainly depends on scene scale and emitter scale, but it also affects the material's mass and therefore depends on “Density”, too:

使用这个设置,你可以改变粒子总量。“分辨率”主要基于场景缩放和发射器缩放,但它也影响材质的质量 ,因此也基于“密度”:

With “Resolution” set to 1.0, a volume of 1 m x 1 m x 1 m contains exactly 1,000 particles.

“分辨率”设置为1.0、体积为1 m x 1 m x 1 m ,则会精确容纳1000个粒子。

The parameter accepts any positive value.

这个参数接受任何正数。

Density

密度

This parameter is defined as mass per volume unit and is different for each substance. “Density” does not change the fluid's behaviour, but it is possible to mix fluids from different domains. This way you are able to simulate substances like oil and water. The unit is kilograms per cubic metre. The density of water is 1,000 kg/m3. Avoid very small values close to 0, because they can lead to instabilities.

这个参数被定义为每个单位体积的质量和区分不同的物质。“密度”不改变流体的特征,但它有可能在不同区域混合流体。单位是千克/立方米,水的密度是1,000 kg/m3。避免非常小、靠近0的值,因为它们会导致不稳定。

Int Pressure

内部压力

Internal pressure goes from 0 to 1, and simulates the forces between nearby particles and pushes them apart - this makes the fluid fill a greater volume.

内部压力从0到1,模拟靠的比较近的粒子之间的力并且把他们分开 – 这会让流体填充一个较大体积。

Ext Pressure Scale

外部压力缩放

This parameter goes from 0 to 1, and tries to limit a fluid’s expansion tendency comparable to atmospheric pressure. Particles tend to "stick" together with higher values.  The substeps and iterations settings in the "Scene" node's → "Solver" tab influence how this parameter acts on the fluid.

这个参数范围从0到1,“外部压力”试图限制扩展趋势和能够与大气压力相比。较高值粒子倾向于“粘滞”在一起。子步幅和迭代设置在“场景”节点的→"解算器" 标签,影响这个参数如何作用在流体上。

Tensile strength

抗拉强度

Higher settings increase a fluid's tendency to contract and form string-like structures. As a side-effect, the fluid's borders become thicker. "Tensile strength" accepts any value between 0 an 1.

更高的设置提升一个流体弦状结构收缩倾向。作为一个侧面效果,流体的边缘变得更厚。“抗拉强度”接受任何介于0和1之间的值。

Viscosity

粘度

This parameter lets you create substances like cream, chocolate, oil, honey, or tooth paste:

这个参数让你创建物质类似奶油、巧克力、油、蜂蜜或牙膏:

“Viscosity” ranges between 0 and 1 and can be animated.

粘度范围从0到1,并且能被动画。

To get a more rigid behaviour increase the solver's → substeps (10/10 is a good start) and → iterations.

要想获得更多刚体特征提升解算器的→子步幅(10/10是一个不错的开始)和→迭代。

Cohesion

内聚力

"Cohesion" is a force of attraction between nearby particles. With particle streams you will get a look similar to toothpaste or thick paint coming out of a tube. Any value between 0 ans 1 is accepted. The substeps and iterations settings in the "Scene" node's → "Solver" tab influence how this parameter acts on the particles.

“内聚力”是一个介于较近粒子之间的吸引力。对于粒子流,你将得到一个外观类似于牙膏或厚漆从一个管状物里冒出来。任何值0到1 之间都被接受。子步幅和迭代设置在“场景”节点的→"解算器" 标签,影响这个参数如何作用在粒子上。

Elasticity

弹性

The higher the value, the more "wobbling" effects and stronger bounces you will observe. It is possible counteract these bounces with “Damping”. The parameter accepts any input between 0 and 1.

弹性值越高,你就会观察到越多的“摇摆”效果和更强的反弹。可以使用“阻尼”来抵消这些反弹。这个参数接受任何输出0和1之间。

Damping

阻尼

Damping smoothens the relative velocities between nearby particles. A small amount of damping helps to stabilize a simulation, while higher values introduce (more) viscosity to the material. The range goes from 0 to 10.

阻尼平滑靠的比较近的粒子之间的相对速度 。一个小数量的阻尼帮助稳定一个模拟,更高值给材质带来黏度。范围从0到10.

Compute Vorticity

计算涡度

Vorticity channel computation is disabled by default to improve performance. Activate this option before the simulation starts if you need it for → filtering or shading purposes.

默认情况下涡度通道计算被禁用来改善性能。如果你需要它用于→ 过滤或着色目的,模拟开始之前激活这个选项。

Max particles

最大粒子数

Please enter a value to stop emission at a certain amount of particles. "Max particles" is based on the total amount of emitted particles. Let's say you have entered "50,000". If there are currently 1,000 particles in your scene, but you have already deleted 49,000 particles RealFlow will stop the emission.

请输入一个值来停止一定数量粒子的发射。“最大粒子”基于被发射粒子的全部数量。我们说如果你已经输入“50,000”,如果场景中有1,000个粒子,但是你已经删除了49,000个粒子,RealFlow将停止发射。

Use Initial State

使用初始状态

Initial states can be created and activated/deactivated individually for each "Fluid" node (also see → "Initial States"). When

初始状态能够被创建和单独激活/不激活对于每个流体节点(见→“初始状态”)。当

enabled the initial state will be used

开启,初始状态将被使用

disabled the initial state will be deactivated temporarily.

禁用,初始状态将暂时不被激活。

Create Initial State

创建初始状态

This function lets you set any simulation frame as a new start preset. When you reset the scene the simulation will be starting from the previously defined initial state. The associated initial state file will be written to the scene's catch folder specified under Scene > Cache. Here is the workflow:

这个函数让你设置任意模拟帧作为一个新的开始预置。当你重置场景,模拟将从上一个初始状态开始。相关初始状态文件将被重新写入到场景的指定Scene > Cache缓存文件夹下。这是工作流程:

Simulate (click on the timeline's "Play" button)

模拟(点击时间线的“播放”键)

Stop the simulation at any time and press "Create Initial State.

在任意时间停止模拟,点击“创建初始状态”。

Set “Use Initial State” to “Yes” if necessary.

如果有必要的话,设置“使用初始状态”到“Yes”。

Rewind the timeline to frame 0; the initial state is shown.

返回时间线到第0帧;初始状态显示。

Simulate.

模拟。

 

Fluid : Particles

流体:粒子

Particles are treated as points and can only be rendered with at least one instance object attached to the "Fluid" container. The random parameters are, for example, suited for "Granular" particles and turn RealFlow | Cinema 4D into a scatterer.

粒子被视为点,并且只能至少有一个实例对象附属于“流体”容器才能被渲染。随机参数是,比如,适用于“颗粒”粒子并且转换turn RealFlow | Cinema 4D为一个散射体。

RealFlow|Cinema4D_V3帮助文档中英文对照—更新第十三期

 

Apply Node Transformations

应用节点变换

If checked, all the transformations of your Fluid node will be applied to instances and Thinking Particles group.

如果被勾选,所有你的流体节点变换将被应用给实例和TP粒子组。

Render only

渲染仅

In order to → render the particles you have to attach an object:

为了→render the particles 你必须附加一个对象。

Create a Cinema 4D object, scale it accordingly, and group it under the "Fluid" container.

创建一个C4D对象,相应缩放,将它在“流体”容器下打组。

It is possible to attach different objects, even with animation.

可以附加不同对象,甚至带动画。

When "Render Only" is active the instances will not be displayed in the viewport, because this option might decrease simulation speed.

当“渲染仅”激活,实例将不被显示在视图中,因为这个选项会降低模拟速度。

Position Random

位置随机

Add a random position variance to the attached object(s).

添加一个随机位置变量到附加对象(多个)。

Rotation Random

旋转随机

Add a random rotation variance to the attached object(s).

添加一个随机旋转变量到附加对象(多个)。

Scale Random

缩放随机

Add a random scale variance to the attached object(s).

添加一个随机缩放变量到附加对象(多个)。

Thinking Particles

思维粒子

Thinking Particles group in which all the particles of this fluid will be inserted.

思维粒子组里的这个流体的所有粒子将被插入。

Thinking Particles Settings...

思维粒子设置

Fast access to Thinking Particles Settings panel.

快速进入到TP粒子设置面板。

Channel Radius Scale

通道半径缩放

If this option is checked, the size of the instances and Thinking Particles will be scaled using fluid properties like speed, age or vorticity.

如果这个选项被勾选,实例尺寸和TP粒子将使用像速度、年龄、或者速率等流体属性被缩放 。

Channel

通道

Magnitude used to resize.

Min

最小

Every channel has a "Min" parameter. All particles with a channel value less or equal to Min will be scaled by the left value of the ramp.

每一个通道有一个“最小”参数。所有通道值低于或者等于最小的粒子,将通过斜坡的左侧值被缩放。

If you don't know where to start check "Auto", and you will see the lowest current value that can be used as reference.

如果你不知道从哪里开始,勾选“自动”,你将看到最低当前值,能够被用作参考。

Max

最大

Every channel has a "Max" parameter.  All particles with a channel value greater or equal to Max will be scaled by the right value of the ramp.

每一个通道有一个“最大”参数。所有通道值高于或者等于最小大的粒子,将通过斜坡的右侧值被缩放。

If you don't know where to start check "Auto", and you will see the highest current value that can be used as a reference.

如果你不知道从哪里开始,勾选“自动”,你将看到最高当前值,能够被用作参考。

Auto

自动

Every channel has an "Auto" parameter. When active, RealFlow | Cinema 4D calculates the "Min" and "Max" values of a channel automatically.

每一个通道有一个“自动”参数。当激活,RealFlow | Cinema 4D自动计算通道的“最小”和“最大”值。

 

Fluid : Cache

流体:缓存

It is possible to shift the starting point of the cached fluid simulation.

可以挪动缓存流体模拟的开始点。

RealFlow|Cinema4D_V3帮助文档中英文对照—更新第十三期

Offset

偏移

This parameter is only relevant if your simulation is in → "Cache" mode. With "Offset" you are able to specify an individual frame offset for every fluid, rigid, elastic, or mesh node. This way it is possible to synchronize simulations with other animated Cinema 4D scene elements. Alternatively you can also define a global → "Frame Offset", valid for all simulation nodes. The global "Frame Offset" also affects the individual node offsets:

Total offset = frame offset + node-specific offset

这个参数只关乎如果你的模拟是在→“缓存”模式。使用“偏移”,你能够为每一个流体、刚体、弹性体、或者网格模式指定一个单独帧偏移。这样,可以将模拟与其它C4D场景动画元素进行同步。或者你也可以定义一个全局→“帧偏移”,对于所有模拟节点有效。这个全局“帧偏移”也影响单独节点偏移:

      全部偏移 = 帧偏移 + 节点-指定偏移

Output Name

输出命名

By default the name of the output file is same as the node name. You can use another name unchecking "Auto" checkbox and editing this field. This can be also useful to avoid collisions between nodes with the same name.

默认情况,输出文件的命名与节点的名字一样。你能够使用另外名字取消勾选“自动”复选框并且编辑这个区域。这也有助于避免节点同名冲突。

Enable

开启

This node will be cached only if this option is checked.

只有当勾选这个选项,这个节点将被缓存。

Fluid : Display

流体:显示

Here you control how the particles will be displayed in the viewport. 

这里你控制有多少粒子将被显示在视图中。

RealFlow|Cinema4D_V3帮助文档中英文对照—更新第十三期

 

Visible

可见

Toggle the particles' visibility in the viewport.

切换在视区中粒子的可见性 。

Percentage

百分比

Determine how many particles you want to display in percent. This parameter does not influence meshing or rendering, and has no effect when instance objects are displayed (see Fluid > Particles > Render Only).

决定要以百分比显示的粒子数。这个参数不影响网格和渲染,并且当实例对象被显示时,没有效果(见Fluid > Particles > Render Only).

Size

尺寸

The particles' viewport size is adjusted here – rendering is not affected by this value. Valid settings range from 1 to 100.

这个粒子的视图尺寸在这里调整–渲染不受这个值影响。有效设置范围从1到100.

Property

属性

Particles will by dyed according to the chosen property with the gradient from “Particle Color”.

粒子将根据从“粒子颜色” 所选的渐变特性被染色。

Automatic Range

自动范围

When active a property's minimum and maximum values are calculated by RealFlow | Cinema 4D automatically. The colour gradient from "Particle Color" is adjusted to this range. When disabled you will be able to define your own range, e.g. for enhancing colour contrast. Particles with values smaller than “Min Range” or greater than “Max Range” will be displayed with the same gradient colours.

当激活,最小和最大值被RealFlow | Cinema 4D自动计算。来自“粒子颜色”的颜色渐变在整个范围被调整。当禁用,你将能够定义你自己的范围,比如,为了提升颜色对比度,低于“最小”范围或者超过“最大”范围的粒子将以相同渐变色被显示。

Min Range

最小范围

If “Automatic Range” is unchecked you can define a custom value. All particles with values smaller than “Min Range” will be displayed with the same colour.

如果取消勾选“自动范围”,你能定义一个自定义值。所有的值低于“最小范围”粒子将以相同色显示。

Max Range

最大范围

If “Automatic range” is unchecked you can define a custom value. All particles with values greater than “Max Range” will be displayed with the same colour.

如果取消勾选“自动范围”,你能定义一个自定义值。所有的值超过“最小范围”粒子将以相同色显示。

Particle Color

粒子颜色

Change the gradient to your needs to dye the particles.

根据需要改变渐变来染色粒子。

------未完待续......



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