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2LightsLens Flare BBDescriptionApply to a LIGHT.Simulates a lens flare by rendering a Light with a specific Texture. Lens Flare.cmoTechnical InformationOn: activates the process.Off: deactivates the process.Exit On: activates when the process is activated.Exit Off: activates when the process is deactivated.Flare Array: Array containing flares, glares and glow values (see below).Flare Texture: Texture containing one or several flares, glares or glow elements.Size Scale: allows you to change the size of all flares at once by the same factor.Read Array Each Frame: if selected, Lens Flare reads Flare Array at each frame. This adds to processing time, and is only useful if the Flare Array changes dynamically between frames.RemarksFlare Array must have the following format - note that the order of the columns is important, the names are not:0. Texture Region (Parameter Rectangle): rectangle 灯光镜头眩光行为交互模式描述应用于灯光,通过特效材质渲染灯光模拟镜头喧光Lens Flare.cmo技术上的信息On: 激活事件Off: 取消事件Exit On: 当事件激活时被激活Exit Off: 当时间取消时被激活Flare Array: 队列包含闪光,眩光和发光数值(见下文)Flare Texture: 材质包含一个或多个闪光,眩光和发光元素Size Scale: 用一个参数改变所有闪光的大小Read Array Each Frame: 如果选中,镜头眩光在每帧读取Flare Array。这会增加处理时间,并且只在改变帧间力时生效评论闪光队列必须有以下格式,输入时注意顺序,名字不重要0. 材质区域 (矩形选区限定):矩形选取定义材质中闪光defining the flare in the Texture. (0,0,0,0) means the entire Texture.1. Position (Float): position of the flare on the virtual line, going through the light and intersecting the center of the screen. 1 means the light, 0 means the center of the screen.2. Color (Parameter Color): color of the flare.3. Size (Parameter 2D Vector): horizontal and vertical size of the flare.4. Angular Speed (Float): rotating speed of the flare when it moves. 0 means no rotation at all.5. Fade In Time (Integer): time in ms for the flare to appear.6. Fade Out Time (Integer): time in ms for the flare to disappear.7. Visibility Angle (Parameter Angle): angle from the center of the camera in which the flare is visible. 0 means in fact 90 so the entire half space before the camera. Use different values between 10 and 30 for the rings to see them disappear one after the other.Here is an example of a lens flare, followed by the Flare Texture and Flare Array used; Size Scale was set to 0.5,0.5.Flare Texture:(0,0,0,0)表示全部材质量1. 位置 (漂移): 闪光在虚线上的位置,沿着灯光和屏幕中心横断面走动,1代表等,0代表屏幕中心2. 颜色 (颜色参数): 闪光的颜色3. 大小 (二维参数向量): 闪光的水平和垂直大小4. 角速度 (漂移): 闪光移动时的旋转速度,0表示完全没有旋转5. 淡入 (整数): 闪光随时间出现6. 淡出 (整数): 闪光随时间消失7. 可见角度 (角度参数): 摄像机中可见闪光的角度,0表示90,循环使用10到30之间的参数可看到闪光一个接一个消失以下是“镜头眩光”的例子,跟随闪光材质和闪光队列,大小缩放设置到0.5,0.5闪光材质Flare Array: 闪光队列Light Color Progression BBDescriptionApply to a LIGHT.OBSOLETE.Makes a Light progressively change from one color to another. Technical InformationIn: triggers the processLoop In: triggers the next step in a behaviors process loop.Out: is activated when the process is completed.Loop Out: is activated when the behaviors process needs to loop.Duration: how long the whole process should last.Progression Curve: 2D Curve representing the progression of the 3D Entity along its movement.Start Color: initial color in RGBA.End Color: final color in RGBA.Time Based: If checked, this building block will be Time and not Frame Rate dependent. Making this building block Time dependent has the advantage that compositions will run at the same rate on all computer configurations.- As a time dependent looping process this building block has to be looped with a 1 frame link delay. The reason of this is because the internally laps of time used is always equal to the duration of one global process of the building blocks.This means, if you use 2 or 3 frame link delay, the process will become frame dependent.WarningThis building block is obsolete and is only included for backwards compatibility.灯光颜色等级行为交互模式描述应用于灯光使灯光不断改变颜色技术上的信息In: 激活事件Loop In: 在循环事件中激发下一步Out: 事件完成时被激活Loop Out: 行为时间需要循环时被激活Duration: 事件延续时间Progression Curve: 二维曲线眼三维实体运动Start Color: RGBA的最初颜色End Color: RGBA的最终颜色Time Based: 如果选择这建模将被独立于帧频计时。它的优点是在不同配置的计算机中运行速度相同依靠时间循环处理建模必须延迟一帧循环,这是由于时间的内在一圈循环总是等于建模的球形过程的持续时间这意味着使用2帧或者3帧延迟,事件会依靠帧警告此建模只包括向后兼容Light Sprite BBDescriptionApply to a LIGHT.Renders the Light with a specific Light Texture. Light Sprite.cmoTechnical InformationOn: activates the process.Off: deactivates the process.Out (Loop): is activated when one building block process is completed.Light Texture: name of the texture used as the sprite.Size Factor: as a percentage, with the Sprite having the same size as the lights range at 100%.Remarks- This building block only needs to be looped if the Light Texture or the Size Factor need to be changed at each frame.To loop it just link the Out (Loop) output to the On input.灯光多段线行为交互模式描述应用于灯光,用特殊灯光材质渲染灯光Light Sprite.cmo技术上的信息On: 激活事件Off: 取消事件Out (Loop): 建模完成时被激活Light Texture: 材质名称Size Factor:灯光大小因素评论这种建模只在灯光材质或大小需要在不同帧之间改变时循环链接“Out(Loop)”输出到“On”输入时循环LightMap BBDescriptionApply to a BEOBJECT.Generates and displays lightmaps (textures containing lighting and shadows) for a Group of 3DOBJECTs from a given set of Lights.Lightmap.cmoTechnical InformationOn: activates the display of lightmaps (n.b. lightmaps must first be generated).Off: deactivates the display of lightmaps.Generate: generates lightmaps.Exit On: activates when the display of lightmaps is activated.Exit Off: activates when the display of lightmaps is deactivated.Exit Generate: activates when lightmaps are generated.Receiving Objects: the Group of elements to lightmap. If no Group is selected, all 3DOBJECTs in the current Level are selected.Occluder Objects: the Group of elements that cast shadows or transmit light (transparent objects only). if no Group is selected, all 3DOBJECTs of the current Level are selected. The elements in this Group are not necessarily the same as the elements in the Group Receiving Objects: for example a red window should be in the occluder group to let the light pass through, but not in the receiving group because lightmaps will alter its transparent rendering. On the other hand, a flat floor will receive shadows but will probably not cast them, so not putting it in the occluders group will 灯光贴图行为交互模式描述应用于对象,给已经设置灯光参数的三维对象产生和显示灯光贴图(材质包括灯光和阴影)Lightmap.cmo技术上的信息On: 激活灯光贴图显示(前提:灯光贴图必须先赋予)Off: 取消灯光贴图显示Generate: 产生灯光贴图Exit On: 灯光贴图激活时激活Exit Off: 灯光贴图取消时激活Exit Generate: 灯光贴图产生时激活Receiving Objects: 灯光贴图元素组。没有组选择情况下,会选择当前所有三维对象Occluder Objects :投射阴影和传递灯光的元素组(仅限对象)。没有组选择情况下,会选择当前所有三维对象。该组元素不一定要是接受对象组的元素。例如,红色玻璃应该在遮光板组,这样光线才能透过它,但不能在接受对象组,因为这样会改变灯光贴图的透明度渲染。另外,平地板会接受阴影但不会反射阴影,所以不把它放在遮光板族可加快程序的运行速度accelerate the process slightly.Lights: the Group of Lights to use in creating lightmaps. If no Group is selected, all Lights of the Level are used.Lightmap Resolution: the resolution of the lightmaps, according to the world scale. 1 means a texel = 1 world unit, 0.1 means a texel = 0.1 world unit etc. The lower this number, the sharper shadows appear, a greater number will make shadows smoother but the creation process slower.Supersampling: used to make light/shadow calculations sharper without expanding the size of the textures. 2 means than for each texel of lightmap, 4 rays (2 horizontally and 2 vertically) are cast instead of 1, giving more accuracy for occluder edges. This pIn multiplies calculation time by its square value, but not the texture size.Blur Pass: specifies the number of gaussian blur passes to apply to the generated lightmap. This smoothes shadows, giving the impression of a more diffuse lighting, applying greater realism to the final scene. Values between 2 and 4 generally give the best results.Threshold: an angle taken into account when finding the planar mapped faces. The greater the angle, the more faces found to map in a single Group. E.g. an angle of 0 means than only REALLY coplanar faces, like the two triangle faces of a plane. With this value, a cylinder segmented in 16 segments will end up with 18 group of faces (16 segments + 1 top cap + 1 bottom cap) leading to a poor realism because joining textures will be noticeable. Using an angle of 90?for example will lead to 6 group of faces, giving a smoother impression (less joining texture to be noticed). In any case, try to avoid smooth objects in the receiving group, because the mapping will never be perfect. Opacity: a color that to multiply the lightmap by. This allows effects such as flickering for example, by dynamically dimming this color.Save?: if selected, the lightmaps are saved with the composition. This means lightmaps will not have to be generated again; however a Lightmap BB is still required to display lightmaps (see also the BB Static Lightmap).Show Polygons?: if selected, random colors are displayed, showing which faces are grouped together.Display Computation Time?: if selected, the time taken for generating lightmaps is written to the Event Log after completion.See also: Static LightMapLights: 用于创造灯光贴图的灯光组。如果没有组被选择,所有当前灯光使用同样的灯光贴图。Lightmap Resolution: 根据时间空间决定灯光。1代表1单位=1个世界单,0.1代表1单位=0.1个世界单等等。数值越小,阴影更锐利,大数字可以使阴影柔和但程序运行减慢Supersampling: 用语灯光/阴影脱离材质计算。2代表没单位有灯光贴图,4光线(2水平2垂直)发誓代替1,更精确于遮光板边沿。以平方自乘,不以贴图大小计算Blur Pass: 指定高斯模糊数量到灯光贴图。最终能得出更真实的柔和阴影效果。2到4是最适合的数值Threshold: 找到平面时所需的计算角度,角度越大,单组内找到的面越多。例如:角度为0代表只有两个共面,就如平面上的两个三角面。一个16段的圆柱体会含18组面(16段+1个顶面+1个底面)变得不真实。角度为90,回含6组面,看起来圆滑总之,避免圆滑对象在接受组,因为贴图会不完整Opacity:透明度Save?: 选中后灯光贴图会以合成的形式保存。灯光贴图不在产生。但灯光贴图行为交互模式仍然要求显示灯光贴图(见BB Static Lightmap)Show Polygons?: 选中显示随机颜色,一起显示组中面Display Computation Time?: 选中后,生成灯光贴图的施加会在合成结后写如事件中See also: Static LightMapSet Light Attenuation BBDescriptionApply to a LIGHT.Sets the Constant, Linear and Quadratic Attenuation of a light. Set Light Attenuation.cmoTechnical InformationIn: triggers the processOut: is activated when the process is completed.Constant Attenuation: positive float value for constant light attenuation.Linear Attenuation: positive float value for linear light attenuation.Quadratic Attenuation: positive float value for quadratic light attenuation.This building block is useful when used for flashing lights, in which case a value such as 10 would be appropriate.设置灯光衰减行为交互模式描述应用于灯光,设置灯光持续,线性和二次开方衰减Set Light Attenuation.cmo技术上的信息In:触发一个事件. Out:当事件完成时被激活.Constant Attenuation: 恒量灯光衰减Linear Attenuation: 线性灯光衰减Quadratic Attenuation: 二次开方灯光衰减当遮光板作用时生效,值为10时比较合适Set Light Color BBDescriptionApply to a LIGHT.Sets the Color of a Light. Set Light Color.cmoTechnical InformationIn: triggers the processOut: is activated when the process is completed.Color: color expressed in RGBA. 设置灯光颜色行为交互模式描述应用于灯光,设置灯光颜色Set Light Color.cmo技术上的信息In:触发一个事件. Out:当事件完成时被激活.Color: 使用RGBA表达灯光颜色Set Light Range BBDescriptionApply to a LIGHT.Sets the range of the light. Set Light Range.cmoTechnical InformationIn: triggers the processOut: is activated when the process is completed.Range: distance from which meshes no longer receive light.设置灯光范围行为交互模式描述应用于灯光,设置灯光范围Set Light Range.cmo技术上的信息In:触发一个事件. Out:当事件完成时被激活.Range: 接受灯光的网格距离Set Light Target BBDescriptionApply to a LIGHT.Makes a 3D Entity become the target of a light. Set Light Target.cmoTechnical InformationIn: triggers the processOut: is activated when the process is completed.Target: 3D Entity to target.This building block doesnt need to be looped. (ie: the light will constantly follow the selected object)Warning- this building block is valid only with a spotlight.- if you delete the light, the target may also be deleted depending of the options you used for deletion.设置灯光目标点行为交互模式描述应用于灯光,使三维实体变为灯光目标点Set Light Target.cmo技术上的信息In:触发一个事件. Out:当事件完成时被激活.Target: 三维试题目标不需要围圈建模(例如:灯光会始终跟随被选择物体)警告只对聚光灯有效删除灯光时目标点会根据删除选择而决定是否删除删除Set Light Type BBDescriptionApply to a LIGHT.Sets the type of a Light. Set Light Type.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.Light Type: Point, Spot, Directional.选择灯光模式行为交互模式描述应用于灯光,设置灯光模式Set Light Type.cmo技术上的信息In:触发一个事件. Out:当事件完成时被激活.Light Type: 点光源,聚光灯,泛光灯Set Linear Attenuation BBDescriptionApply to a LIGHT.OBSOLETE.Sets the value of the Linear Attenuation of a Light Technical InformationIn: triggers the processOut: is activated when the process is completed.Linear Attenuation: positive float value.Useful for flashing lights: set the constant to a high value like 10.WarningThis building block is obsolete and is only included for backwards compatibility设置线性衰减描述应用于灯光,对象,设置灯光的线性衰减技术上的信息In:触发一个事件. Out:当事件完成时被激活.Linear Attenuation: 数值位置Useful for flashing lights: 设置像10的恒高值警告该建模是独立的并且只包含在向后兼容Set Quadratic Attenuation BBDescriptionApply to a LIGHT.OBSOLETE.Sets the value of the Quadratic Attenuation of a Light. Technical InformationIn: triggers the processOut: is activated when the process is completed.Quadratic Attenuation: positive float value.Useful for flashing lights: set the constant to a high value like 10.WarningThis building block is obsolete and is only included for backwards compatibility.设置二次开方衰减描述应用于灯光,对象设置灯光的二次开方衰减技术上的信息In:触发一个事件. Out:当事件完成时被激活.Quadratic Attenuation: 数值位置Useful for flashing lights: 设置像10的恒高值警告该建模是独立的并且只包含在向后兼容Set Specular Flag BBDescriptionApply to a LIGHT.Tells whether a light should be specular or not. Set Specular Flag.cmoTechnical InformationIn: triggers the processOut: is activated when the process is completed.Specular Highlight: Specifies if you want the light to produce a specular highlight.To make highlights appear on an object, it should be defined as having the specular property.设置高光行为交互模式描述应用于灯光,辨别灯光时候有高光技术上的信息In:触发一个事件. Out:当事件完成时被激活.Specular Highlight: 设置高光在对象表面生成高光Spot Light Properties BBDescriptionApply to a LIGHT.Sets the properties of a spotlight (internal and external diameter of the light cone). Spot Light Properties.cmoTechnical InformationIn: triggers the processOut: is activated when the process is completed.Fall Off: external angle of the light cone.Fall Off Shape: shape of the attenuation of the light cone (linear=1.0, fade with an asymptote at 0 = 5.0, fade with an asymptote to 1.0 = 0.2 . etc).Hot Spot: inner angle of the light cone.聚光灯工具栏行为交互模式描述应用于灯光,设置聚光灯属性(灯光的内外直径)Spot Light Properties.cmo技术上的信息In:触发一个事件. Out:当事件完成时被激活.Fall Off: 灯光外角度Fall Off Shape: 衰减形状(线行=1,渐近线衰减到0=5.0,渐近线衰减到1=0.2等等)Hot Spot: 灯光内角Static LightMap BBDescriptionApply to a BEOBJECT.Displays previously generated lightmaps (Textures showing lighting and shadows).Static Lightmap.cmoTechnical InformationIn: activates the process.Out: activates when the process completes.Receiving Objects: the Group of elements to lightmap. If no Group is selected, all 3DOBJECTs in the current Level are selected.Occluder Objects: the Group of elements that cast shadows or transmit light (transparent objects only). if no Group is selected, all 3DOBJECTs of the current Level are selected. The elements in this Group are not necessarily the same as the elements in the Group Receiving Objects: for example a red window should be in the occluder group to let the light pass through, but not in the receiving group because lightmaps will alter its transparent rendering. On the other hand, a flat floor will receive shadows but will probably not cast them, so not putting it in the occluders group will accelerate the process slightly.Lights: the Group of Lights to use in creating lightmaps. If no Group is selected, all Lights of the Level are used.Lightmap Resolution: the resolution of the lightmaps, according to the world scale. 1 means a texel = 1 world unit, 0.1 means a texel = 0.1 world unit etc. The lower this number, the sharper shadows appear, but the greater the size of texture lightmaps generated and time taken to calculate.Supersampling: used to make light/shadow calculations 静态灯光贴图描述应用于对象,显示之前产生的灯光贴图(材质显示灯光和阴影)Static Lightmap.cmo技术上的信息In:触发一个事件. Out:当事件完成时被激活.Receiving Objects: 灯光贴图元素组。没有组选择情况下,会选择当前所有三维对象Occluder Objects: 投射阴影和传递灯光的元素组(仅限对象)。没有组选择情况下,会选择当前所有三维对象。该组元素不一定要是接受对象组的元素。例如,红色玻璃应该在遮光板组,这样光线才能透过它,但不能在接受对象组,因为这样会改变灯光贴图的透明度渲染。另外,平地板会接受阴影但不会反射阴影,所以不把它放在遮光板族可加快程序的运行速度Lights: 用于创造灯光贴图的灯光组。如果没有组被选择,所有当前灯光使用同样的灯光贴图。Lightmap Resolution: 根据时间空间决定灯光。1代表1单位=1个世界单,0.1代表1单位=0.1个世界单等等。数值越小,阴影更锐利,大数字可以使阴影柔和但程序运行减慢Supersampling: 用语灯光/阴影脱离材质计算。2代表sharper without expanding the size of the textures. 2 means than for each texel of lightmap, 4 rays (2 horizontally and 2 vertically) are cast instead of 1, giving more accuracy for occluder edges. This pIn multiplies calculation time by its square value, but not the texture size.Blur Pass: specifies the number of gaussian blur passes to apply to the generated lightmap. This smoothes shadows, giving the impression of a more diffuse lighting, applying greater real

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