Bộ Điều Chỉnh Dịch Hình (Displace Modifier)
The Displace modifier displaces vertices in a mesh based on the intensity of a texture. Either procedural or image textures can be used.
The displacement can be along a particular local axis, along the vertex normal, or the separate RGB components of the texture can be used to displace vertices in the local X, Y and Z directions simultaneously (sometimes referred to as Vector Displacement).
Tùy Chọn (Options)
- Texture (Chất Liệu)
The name of the texture from which the displacement for each vertex is derived. If this field is empty, the modifier defaults to 1.0 (white).
- Tọa Độ (Coordinates)
The texture coordinate system to use when retrieving values from the texture for each vertex.
Xin xem bảng tra cứu trọn vẹn ở phần các tùy chọn về chắn lọc (common masking options).
- Chiều Hướng (Direction)
The direction along which to displace the vertices. Can be one of the following:
- X, Y, Z
Displace along an axis.
- Normal (Pháp tuyến)
Displace along the vertex normal.
- Pháp Tuyến Tùy Chỉnh (Custom Normal)
Displace along (averaged) custom normals, instead of vertex normals.
- RGB sang XYZ (RGB to XYZ)
Displace along local XYZ axes individually using the RGB components of the texture (Red values displaced along the X axis, Green along the Y, Blue along the Z).
- Khoảng Cách/Trống/Không Gian (Space)
With a direction set to X, Y, Z, or XYZ the modifier can either displace along local or global axes.
- Độ Đậm/Sức Mạnh/Cường Độ (Strength)
The strength of the displacement. After offsetting by the Midlevel value, the displacement will be multiplied by the Strength value to give the final vertex offset.
\(vertex_offset = displacement × Strength\)
A negative strength can be used to invert the effect of the modifier.
- Trung Độ (Midlevel)
The texture value which will be treated as no displacement by the modifier. Texture values below this threshold will result in negative displacement along the selected direction, while texture values above it will result in positive displacement.
\(displacement = texture_value - Midlevel\)
Recall that color/luminosity values are typically between (0.0 to 1.0) in Blender, and not between (0 to 255).
- Vertex Group (Nhóm Điểm Đỉnh)
The name of a vertex group which is used to control the influence of the modifier. If left empty, the modifier affects all vertices equally.
- Đảo Nghịch
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Inverts the influence of the selected vertex group, meaning that the group now represents vertices that will not be deformed by the modifier.
The setting reverses the weight values of the group.
- Đảo Nghịch