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[edit] 简介

一些金属纹理

我们我前所见到的材质设置可以产生出平滑、 均匀 的物体,但是这些物体并不特别靠近现实,因为现实生活中 均匀的材质其实并不常见。 为了解决非现实的均匀材质问题,Blender 允许用户应用 纹理 来改变反射率、高光度、粗糙度和其它一些材质表面特性。

纹理分主要为三种:图像、程序纹理(由数学公式生成)和环境映射(用来产生反射和折射的感觉)。概述可以参见我们的教程 纹理的使用.

基础材质上的纹理图层

纹理就像基础材质上加盖的额外图层,会影响物体网状着色的种种方面。如样图所示,你所看到的网状着色是一种层叠效果。The layers, if you will, are:

  1. Your object is lit with ambient light based on your world settings.
  2. Your base material colors the whole surface in a uniform color that reacts to light, giving different shades of the diffuse, specular, and mirror colors based on the way light passes through and into the surface of the object.
  3. We have a primary texture layer that overlays a purple marble coloring.
  4. We next have a second cloud texture that makes the surface transparent in a misty/foggy sort of way by affecting the Alpha value
  5. These two textures are mixed with the base material to provide the net effect; a cube of purplish-brown fog.

This notion of using more than one texture, to achieve a combined effect, is one of the "hidden secrets" of creating realistic-looking objects. If you carefully "look at the light" while examining any real-life object, you will observe that the final appearance of that object is best described as the combination, in different ways and in different amounts, of several distinct underlying visual characteristics. These characteristics might be more (or less) strongly apparent at different angles, under different lighting conditions, and so forth. As you will see in this section, Blender allows you to achieve this, not only by using "a stack of texture layers" (as suggested here), but also by using arbitrarily-complex networks ("noodles" ...) of "texture nodes." The choice is yours.