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[edit] PART III - MATERIALS 材质
Before you can understand how to design effectively with materials, you must understand how simulated light and surfaces interact in Blender's rendering engine and how material settings control those interactions. A deep understanding of the engine will help you to get the most from it. The rendered image you create with Blender is a projection of the scene onto an imaginary surface called the viewing plane. The viewing plane is analogous to the film in a traditional camera, or the rods and cones in the human eye, except that it receives simulated light, not real light. To render an image of a scene we must first determine what light from the scene is arriving at each point on the viewing plane. The best way to answer this question is to follow a straight line (the simulated light ray) backwards through that point on the viewing plane and the focal point (the location of the camera) until it hits a renderable surface in the scene, at which point we can determine what light would strike that point. The surface properties and incident light angle tell us how much of that light would be reflected back along the incident viewing angle (Rendering engine basic principle.).
在你能够理解如何有效使用材质进行设计之前,你必须理解Blender的渲染引擎如何仿真灯光和物体表面之间的互作用以及材质设置将如何控制那些互作用。深入的理解引擎将使你受益匪浅。你用Blender创建的渲染好的图片其实是对场景的一个在投影平面(假想的面)上的投影,除了它接受虚拟的而不是真实的灯光,投影平面类似一个传统的照相机中的胶卷,或者类似人眼中的视网膜。要渲染场景我们首先要知道场景中哪些光到达投影平面上的每个点。这个问题的最好答案是向后跟踪一条通过该点和聚焦点(照相机位置)的直线(虚拟的光线),直到它射击到场景中可渲染的曲面上一点,在该点上我们可以确定有哪些光将会发射到投影平面上的那一点。曲面的属性和入射光角度告诉我们多少光线将会沿着观察角度被反射回来 (图 10.1, “渲染引擎基本原理.”)。
Two basic types of phenomena take place at any point on a surface when a light ray strikes it: diffusion and specular reflection. Diffusion and specular reflection are distinguished from each other mainly by the relationship between the incident light angle and the reflected light angle. The shading (or coloring) of the object during render will then take into account the base color (as modified by the diffusion and specular reflection phenomenon) and the light intensity
当一条光线发射到曲面上任意一点时会有两种基本的现象发生:漫反射(散射)和镜面反射。 漫反射和镜面反射之间的区别主要在于入射角和反射角之间的关系。渲染期间物体的明暗处理(或者着色)将会把基本颜色(漫反射和镜面反射现象会改变它)和光强考虑在内。
Using the internal raytracer, other (more advanced) phenomenon could occur. In raytraced reflections, the point of a surface stroke by a light ray will return the color of its surrounding environment, according to the rate of reflection of the material (mixing the base color and the surrounding environment's) and the viewing angle. On the other hand, in raytraced refractions, the point of a surface stroke by a light ray will return the color of its background environment, according to the rate of transparency (mixing the base color and the background environment's along with its optional filtering value) of the material and the optional index of refraction of the material, which will distort the viewing angle.
使用内部的光线跟踪器,其他(更加高级)的现象会出现。 在光线跟踪的反射中,曲面上被光线照射的一点将会受周围环境的颜色的影响,取决于材质的反射率(混合物体的基本颜色和周围环境的颜色)和视角。 另一方面,该点将会返回它的背景环境的颜色,取决于材质的透明度(混合物体的基本颜色和背景环境)和可选的折射率。
Of course, shading of the object hit by a light ray will be about mixing all these phenomenon at once during the rendering.
当然,在渲染期间被一光束照射的物体的明暗处理(着色)将会一次性混合所有这些现象。
[edit] Chapters
Redirects to fix
- Manual.cn/PartII → Doc:ZH/Manual/Modelling
- Manual/PartII → Manual/Modelling
- Manual/PartIV → Manual/Textures








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