Reflectance【反射】

Layer Tab 【图层选项卡】            
• Layer Color【颜色图层】
• Layer Mask【层遮罩】
• Layer Anisotropy 【各向异性】
• Layer Cloth【织物】
• Layer Fresnel 【菲涅耳】
• Layer Sampling 【图层采样】
• Layer * Transparency 【透明层】
• Other Tabs 【其他选项卡】

 

General【总结】

The Reflectance channel is an enhanced version of the previous Reflection channel. The following modifications were made for R16【反射通道是先前反射通道的增强版本。对r16进行了以下修改: 】

  • Due to their similarity, the Reflection and Specular channels were merged.【由于它们的相似性,反射和镜面反射通道被合并 】
  • Reflections/specular highlights can be organized in stacked layers.【反射/镜面高光可以按堆叠层组织 】
  • Numerous properties can now be defined per Reflectance layer. Many of these properties were available as separate material channels (Bump, Normals, etc.) or shaders (Fresnel reflections) prior to R16.【现在可以为每个反射层定义许多特性。其中许多属性在R16之前可用作单独的材质通道(凹凸、法线等)或菲涅尔反射】
  • Very many properties can now be controlled per texture.【现在每个纹理可以控制很多属性】
  • New functions such as various reflectance models, anisotropic, textiles, color bleeds at the edge of a reflection, etc.【新功能,如各种反射模型、各向异性、织物、反射边缘的色斑等】
C4D反射帮助文档
使用反射通道可以创建美观的堆叠、反射甚至刮伤的漆面或布料

In short, the Reflectance channel leaves almost nothing to be desired with regard to reflections. Materials such as car or metallic lacquer that are made up of several layers, each of which reflect light differently, are now easy to create. Simply stack the respective Reflectance layers. What’s more, presets are also available that can be used to create a wide range of physically correct reflective metallic surfaces.【简而言之,反射通道对反射几乎没有任何要求。像汽车或金属漆这样由几层组成的材料,每层反射的光线不同,现在很容易制造出来。只需叠加各个反射层。此外,还可以使用预设来创建各种物理上正确的反射金属表面。】

Additional differences to the previous system【与以前版本的其他差异】

The Reflectance channel differs somewhat from the normal material system【反射通道有所不同】

Traditionally you had:【旧版本上有:】

  • the Color channel that reflected real light sources (diffuse).【颜色通道,反射真实光源(漫反射)。】
  • the Specular channel, which also reflected real light sources (even if the specular highlight couldn’t actually be made to appear physically correct with regard to its shape and intensity).【高光通道,也反射真实光源(即使高光反射高光的形状和强度实际上无法使其看起来在物理上正确)】
  • the Reflection channel, which reflected the environment.【反射通道】

These 3 channels are the most important for creating a material (all other channels are basically only used to create special or enhanced effects). As you can see, these channels all produce a reflective effect, even though they each have a different name.【这3个通道对于创建材质最为重要(所有其他通道基本上只用于创建特殊或增强效果)。如您所见,这些通道都会产生反射效果,尽管它们各自有不同的名称】

With the introduction of CINEMA 4D R16, these three reflective effects (and more: each layer can have its own Alpha, Bump or Normals channel) are combined into a single channel (but don’t worry, you can still maintain your previous workflow - all previous functionality still exists: see the Tip below). Theoretically, it is now possible to define a material only using the Reflectance channel, which means that the Color channel can be ignored in some cases. However, this should not be done across the board.【随着C4D R16的引入,这三种反射效果(以及更多:每个层可以有它自己的alpha、凸点或法线通道)被组合成一个单一的通道(但是不用担心,你仍然可以保持你以前的工作流程——所有以前的功能仍然存在:见下面的提示)。理论上,现在可以仅使用反射通道定义材质,这意味着在某些情况下可以忽略颜色通道。然而,这不应该是全面的。】

On the one hand, special effects that were previously difficult to create - such as car lacquer, stacked specular highlights, etc. - can be created using the Reflectance channel. On the other hand, Global Illumination bases its function on the Color channel’s settings (and not on reflections) and cannot do without the Color channel. Furthermore, real diffuse reflections are much more complex to render than are those generated using the Color channel.【一方面,可以使用反射通道创建以前难以创建的特殊效果,例如汽车漆、堆叠的镜面高光等。另一方面,全局照明的功能基于颜色通道的设置(而不是反射),没有颜色通道是不行的。此外,真实的漫反射比使用颜色通道生成的漫反射要复杂得多。】

 

How can a metallic look be created?【如何创建一个反映环境的金属汽车漆?】

We’ll use an example with 2 layers: a metallic, sparkling effect with a clear coat layer on top.【我们将使用一个有两图层的例子:金属的,闪闪发光的效果,上面有一层透明的涂层。】

C4D反射帮助文档
反映环境的金属汽车漆

 详细教程连接:https://blog.csdn.net/heechul8/article/details/102630878

 

Where are the color, bump and specular textures added? 【颜色、凹凸和高光反射纹理添加到哪里?】

C4D反射帮助文档

 

Textures are often available as separate color, bump or specular bitmaps.【纹理通常可用作单独的颜色、凹凸或高光反射位图。 】

These can be loaded as follows:【可按如下方式加载:】

  • Load the color texture into the Color channel (Texture) as usual.【像往常一样将纹理加载到颜色通道的纹理】
  • Load the bump texture into the Bump Strength menu’s Custom Texture field (Custom Bump Map Mode).【将凹凸纹理加载到凹凸强度菜单的自定义纹理字段(自定义凹凸贴图模式)】
  • Load the specular highlight texture into the Layer Color menu’s Texture field.【将高光反射纹理加载到层颜色菜单的纹理字段中】

 

If you want to get the most out of a bump texture it can also be loaded into a Normalizer shader’s Custom Normal Map field in the Bump Strength menu.【如果要充分利用凹凸纹理,也可以将其加载到“凹凸强度”(Bump Strength):模式:自定义法线贴图,纹理字段:法线生成】

 

 

 

 

 

 

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