节点部件

Blender中的所有节点都有相似的结构。这适用于 任意节点类型 。这些部分包括标题栏,接口,预览和更多的其它东西。

../../../_images/interface_controls_nodes_parts_overview.png

标题

标题显示了节点的 名称/类型;它可以通过改变节点的 标签 来覆盖。在标题的左边是 塌缩 切换键,可以用来折叠节点。这也可以用 H 来完成。

../../../_images/interface_controls_nodes_parts_collapsed.png

显示折叠时的节点。

插口

../../../_images/interface_controls_nodes_parts_sockets.png

The sockets input and output values from the node. They appear as little colored circles on either side of the node. Unused sockets can be hidden with Ctrl-H. There are two kinds of sockets: inputs and outputs.

每插口都根据其处理的数据类型不同而显示的颜色不同。

浮点数(灰色)

Indicates numeric value's information. It can either be a single numerical value or a so-called "value map". (You can think of a value map as a gray-scale map where the different amount of bright/dark reflects the value for each point.) If a single value is used as an input for a "value map" socket, all points of the map are set to this same value. Common use: Alpha maps and value options for a node.

整数(石灰绿色)

用于传递整数值(无小数的数字)。

布尔值(粉色)

用于传递一个正确或错误的值。

字符串(浅蓝色)

用于传递文本值。

矢量(深蓝色)

表示向量、坐标和法线信息。

颜色(黄色)

Indicates that color information needs to be input or will be output from the node. Depending on the node tree type, the color has an alpha channel or not.

着色器(鲜绿色)

用于 CyclesEevee 的着色节点。

几何信息(绿松石)

用在 几何节点

物体(橙色)

用于传递一个物体数据块。

集合(白色)

用于传递一个集合数据块。

图像(杏色)

用于传递一个图像数据块。

输入

The inputs are located on bottom left side of the node, and provide the data the node needs to perform its function. Each input socket, except for the green shader input, when disconnected, has a default value which can be edited via a color, numeric, or vector interface input. In the screenshot of the node above, the second color option is set by a color interface input.

Some nodes have special sockets that can accept multiple inputs into a single socket. These sockets will have an ellipsis shape rather than a circle to indicate its special behavior.

输出

输出位于节点的右上方,可以连接到节点树下更多的节点的输入。

转换

Some socket types can be converted to other socket types either implicitly or explicitly. Implicit conversion can happen automatically without the need of a conversion node.

For example, color and float sockets can both be placed into one another. Once a socket conversion is made data may be lost and cannot be retrieved later down the node tree. Implicit socket conversion can sometimes change the data units as well. When plugging a Value input node into an angle socket will default to use radians regardless of the scene 单位. This happens because the value node has no unit while the angle input does.

有效转换:

  • Between color and vector -- in this case the using individual color channels to store the vector.

  • Between color and float -- the color data is converted to its gray scale equivalent.

  • Color/float/vector to Shader -- implicitly converts to color and gives the result of using an emission node.

Explicit conversion requires the use of a conversion node for example the Shader --> RGB着色器节点 node or the RGB -> BW节点 node. The 数学(Math)节点 node also contains some functions to convert between degrees and radians.

属性

许多节点的设置会影响它们与输入和输出交互的方式。节点设置位于输出之下和任何输入之上。

../../../_images/interface_controls_nodes_parts_controls.png

色度键节点上的控制实例。

预览

On some nodes this shows a preview image of how the output data for a certain channel will appear. Usually it shows color data.

The preview can be toggled using the icon on the very top right-hand corner of the node, next to the title.

../../../_images/interface_controls_nodes_parts_previewless.png

没有预览的节点的显示方式。