延伸阅读:,01.设置blender快捷键(有配置文件)02.blender布料解算案例(有工程文件)03.SDpbr渲染节点
更改快捷键教程(有配置文件)[micxp_wxonkey]wxv_1883861164481150976[/micxp_wxonkey]
布料解算案例[micxp_wxonkey]wxv_1875699172780113925[/micxp_wxonkey]
PBR Render(节点中英文对照使用教程)[micxp_wxonkey]wxv_1884395740924313604[/micxp_wxonkey]
描述
使用基于图像的照明(IBL)将PBR材料渲染到球体,平面或圆柱体上。这是节点内的渲染引擎,对于在Substance Designer中生成缩略图,预览或2D资源非常有用。它不是3D视图那样的渲染,而是在图形中生成的实际纹理。Substance Designer 10.1中的较新版本引入了许多与渲染相关的功能。该节点至少需要插入完整的PBR材质。理想情况下,您可以使用“链接创建模式”将材质连接到PBR渲染。此外,您将需要一个球形展开的HDRI环境,以用于渲染计算光照。可以在PBR材料下找到用于测试的材料,在库中的3D视图下可以找到环境图。
CPU(SSE2)引擎PBR渲染节点非常重,无法与SSE2 CPU引擎一起很好地工作。如果节点性能极差,请按F9切换到另一个引擎。
参数中英文对照输入项Material channel inputs
Multiple material inputs are used to render the material on the geometry.材质通道 输入
多个材质输入用于在几何图形上渲染材质。Lens Dirt Map: Grayscale Input
Custom map for dirt on lens, that appears when lens flares are visible.镜头污垢贴图: 灰度输入
镜头污垢的自定义贴图,当可见镜头眩光时显示。Lens Aperture Map: Grayscale Input
Can be used to override Bokeh, out-of-focus shape. The more contrasted, the more visible it is. Keep in mind only a circle within the texture is sampled, so any shape has to fit within a circle.镜头光圈图: 灰度输入
可以用于覆盖散焦,散焦形状。对比度越高,它越可见。请记住,仅对纹理内的一个圆进行采样,因此任何形状都必须适合一个圆。Environment Map: Color Input
Enviroment map used to calculate lighting. Must be spherically-mapped and in HDR环境图: 用于计算照明的颜色输入
环境图。必须为球形贴图并使用HDR。
Shape: Sphere, Plane, Cylinder
Sets the shape used for rendering. Custom shapes are not possible.形状: 球体,平面,圆柱体
设置用于渲染的形状。自定义形状是不可能的Displacement Intensity: 0.0 - 0.5Set the intensity of displacement from height.位移强度: 0.0-0.5设置从高处的位移强度。Environment Rotation: 0.0 - 1.0
Rotates the lighting environment. Pre-rotates compared to moving the camera.环境旋转: 0.0 - 1.0
旋转的照明环境。与移动相机相比,进行预旋转。Background Mode: Color, Environment, Ambient
Set what is shown in the background. Color is a solid color, Environment is the map you plugged in with an optional blur. Ambient is a very blurred version of the environment.背景模式: 颜色,环境,环境
设置背景中显示的内容。颜色是纯色,环境是您插入的带有可选模糊的贴图。环境是环境的非常模糊的版本。Background Color: (Color value)
Only available when Background mode is set to Color.背景颜色:( 颜色值)
仅在背景模式设置为颜色时可用。Environment Background Blur: 0.0 - 1.0
Only available when Background mode is set to Environment.环境背景模糊: 0.0-1.0
仅在将背景模式设置为环境时可用。01.形状
Scale: 0.0 - 2.0
Set the scale for the Sphere.比例尺: 0.0-2.0
设置球体的比例尺。Plane Size: 0.0 - 1.0
Set the scale for the Plane.平面尺寸: 0.0-1.0
设置平面比例。Cylinder Radius: 0.0 - 1.0
Set the radius for the Cylinder.圆柱半径: 0.0-1.0
设置圆柱的半径。Cylinder Length: 0.0 - 1.0
Set the length for the Cylinder.圆柱体长度: 0.0-1.0
设置圆柱体的长度。Rotation: 0.0 - 1.0
Rotates shape without rotating lighting旋转: 0.0 - 1.0
旋转形状而不旋转照明。Rotation Direction: 0.0 - 1.0
Sets the axis of rotation in 2D.旋转方向: 0.0-1.0
设置2D旋转轴。Rotation Around Direction: 0.0 - 1.0
Spins shape on the rotation axis.左右旋转方向: 0.0 - 1.0
在旋转轴自旋的形状。Shape Position: -1.0 - 1.0
Moves shapes.形状位置: -1.0-1.0
移动形状。UV Tiling: 1.0 - 6.0
Sets the amount of UV-Tiling.UV平铺: 1.0-6.0
设置UV平铺的量。Sphere UV Scale: 0.0 - 4.0
Sets the scale of UV's on the Sphere.球体UV缩放: 0.0-4.0
设置球体上UV的缩放。Plane UV Scale: 1.0 - 4.0
Sets the scale of UV's on the Plane.平面UV缩放: 1.0-4.0设置平面上UV的缩放。Cylinder UV Scale: 1.0 - 6.0
Sets the scale of UV's on the Cylinder.圆柱体UV比例: 1.0-6.0设置圆柱体上UV的比例。UV Offset: 0.0 - 1.0
Offsets UV'sUV胶印: 0.0 - 1.0
偏移UV的Tilt UVs: False/True
Tilts UV's by 45 degrees for the Sphere.倾斜UV: 错误/正确将
Sphere的UV倾斜45度。02.Camera
Tone Mapper: Linear, ACES, Filmic Hejl
Set which tone mapping solution to use for the final image.色调映射器: 线性,ACES,电影胶片
设置用于最终图像的色调映射解决方案。‍‍‍‍‍‍‍Camera Mode: Perspective, Orthographic
Switch camera between two projection modes.相机模式: 透视,正射
在两种投影模式之间切换相机。Distance: 0.0 - 4.0
Set the distance of the camera from the object center.距离: 0.0-4.0
设置相机到物体中心的距离。Field of View: 0.01 - 100.0Set camera FOV angle.视场: 0.01-100.0
设置摄像机的FOV角度。Screen Position:
Moves the camera around the object, can be changed with a gizmo in the 2D view as well.屏幕位置:
在对象周围移动相机,也可以在2D视图中使用Gizmo进行更改Exposure: -4.0 - 4.0
Set camera exposure.曝光: -4.0-4.0
设置相机曝光。Vignette Intensity: 0.0 - 1.0
Set intensity of vignette effect.晕影强度: 0.0-1.0
设置晕影效果的强度Vignette Radius: 0.0 - 1.0
Set radius of the vignette effect.晕影半径: 0.0-1.0
设置晕影效果的半径Aperture Radius: 0.0 - 0.1
Sets radius of the aperture. Higher values mean out-of-focus areas get blurrier (bokeh).孔径半径: 0.0-0.1
设置孔径的半径。较高的值表示离焦区域变得模糊(散景)。Aperture Blades: 3 - 9
Sets the shape of the bokeh blur.光圈叶片: 3 - 9
设置背景虚化模糊的形状Aperture Ring: 0.0 - 1.0
Adds an inner gradient to the bokeh shape.光圈环: 0.0-1.0
为散景形状添加里面渐变
Aperture Difraction: 0.0 - 2.0Adds chromatic aberration to the bokeh.孔径Difraction: 0.0 - 2.0
添加色差散景。Swirly Bokeh: 0.0 - 1.0
Adds a swirl or spinning type of effect to out-of-focus bokeh blur areas.旋涡状散景: 0.0 - 1.0
增加了涡流或失焦散景模糊区域纺丝类型的效果
Focus Mode: Auto, Point
Set if focus is pre-determined or user-set. Point focus lets you move a point in the 2D view to determine the focus distance.聚焦模式: 自动,对
焦点如果预先确定焦点或由用户设置,则进行设置。点焦点使您可以在2D视图中移动点以确定焦点距离。Focus Point:
If focus is set to Point, this lets you move that point. has a 2D view gizmo.对焦点:
如果将焦点设置为“对焦点”,则可以移动该点。具有2D视图的Gizmo。Focus Offset: -0.5 - 0.5
If focus is set to Auto, allows you to shift it back and forth.焦点偏移: -0.5-0.5
如果焦点设置为“自动”,则可以前后移动它。‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍‍Use Custom Aperture Map: False/True
Overrides Aperture settings above and use Aperture map input to determine the bokeh shape. Requires an input.使用“自定义Aperture贴图”: False / True
覆盖上面的Aperture设置,并使用Aperture贴图输入确定bokeh形状。需要输入。‍03.Render Settings
Diffuse Quality: 32 Samples, 128 Samples
Switch between two quality levels for the diffuse map.漫反射质量: 32个样本,128个样本
在漫反射贴图的两个质量级别之间切换
Diffuse Dithering: 0.0 - 1.0
Set the amount of dithering for the diffuse.漫抖动: 0.0 - 1.0
设置为抖动漫的量。Diffuse Emissive Mulitplier: 0.0 - 1.0
Controls how much the emissive parts are contributing to the irradiance.漫发射性Mulitplier: 0.0 - 1.0
控制发射部分有多大的影响辐照。Specular Dithering: 0.0 - 1.0
Set the amount of dithering for the specular.镜面抖动: 0.0 - 1.0
设置为抖动镜面的量。Specular Emissive Multiplier: 0.0 - 1.0
Controls how much the emissive parts are visible in the specular reflections.镜面发射性乘数: 0.0 - 1.0
控制发光部件多少是在镜面反射可见
Ambient Occlusion Intensity: 0.0 - 1.0
Sets the intensity of ambient occlusion shadows.环境光遮蔽强度: 0.0-1.0
设置环境光遮蔽阴影的强度。Bloom Intensity: 0.0 - 2.0
Sets strength of the bloom effect.绽放强度: 0.0-2.0
设置绽放效果的强度
Bloom Threshold: 0.0 - 2.0
Sets low threshold for bloom to appear.绽放阈值: 0.0-2.0
设置绽放出现的低阈值。Bloom Chroma Shift: 0.0 - 1.0布鲁姆色度偏移: 0.0-1.0
Lens Halo Intensity: 0.0 - 1.0
Sets intensity for the lens halo effect.镜头光晕强度: 0.0-1.0
设置镜头光晕效果的强度。Lens Flares Intensity: 0.0 - 1.0
Sets intensity for the lens flare. Make sure the light from your environment background is in view to properly see this effect.镜头光晕强度: 0.0-1.0
设置镜头光晕强度。确保从您的环境背景发出的光能正确看到此效果。Lens Dirt Intensity: 0.0 - 1.0
Sets effect of lens dirt map on the Lens flares.镜头污垢强度: 0.0-1.0
设置镜头污垢贴图在镜头眩光上的效果。
04.Material Adjustements
Recompute Normals: False/True
Normals will be recomputed from the height map according to the displacement intensity.重新计算法线: 将根据位移强度从高度图重新计算伪/真
法线。Normal Format: DirectX, OpenGL
Switch between different Normal Map formats (inverts the green channel)法线格式: DirectX,OpenGL
在不同的法线贴图格式之间切换(反转绿色通道)Dielectric F0 Input: Constant Value, Specular Level input
Set what drives F0 values. Specular Level input means it will be driven by an input map.介电质F0输入: 常数,镜面反射电平输入
设置驱动F0值的因素。Specular Level输入意味着它将由输入映射驱动。Dielectric F0: 0.0 - 0.08
If Constant Value is chosen for Dielectric F0 Input, this slider lets you set the global value.介电F0: 0.0-0.08
如果为“介电F0输入”选择了“恒定值”,则可以使用此滑块设置全局值
Emissive Intensity: 0.0 - 10.0
Sets global multiplier for the emissive map.发光强度: 0.0 - 10.0
设置全局乘数发射地图
Enable Clear Coat: False/TrueEnables an additional, simple clear coat layer on top of the input material.启用透明涂层: False / True在输入材料的顶部启用附加的简单透明涂层。Clear Coat Weight: 0.0 - 1.0Sets intensity or strength of the clearcoat layer.透明涂层重量: 0.0-1.0设置透明涂层的强度或强度。Clear Coat Specular Level: 0.0 - 1.0Sets the roughness of the clearcoat layer.透明涂层镜面反射级别: 0.0-1.0设置透明涂层的粗糙度。Inherit Normal from Base Layer: False/TrueSet if clearcoat ignores or uses normals from the base material.从基础层继承法线: False / True如果clearcoat忽略或使用基础材料的法线,则设置。
范例图片所有图像都是使用Substance Source中的材料直接在Designer的2D视口中生成的。