置换修改器

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).

选项

../../../_images/modeling_modifiers_deform_displace_panel.png

置换修改器。

纹理
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).
方向

移位顶点的方向,可以从以下值中选取:

X, Y, Z
Displace along an axis.
法线
Displace along the vertex normal.
Custom Normal
ToDo 2.74.
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). This is sometimes referred to as Vector Displacement.
Space
With a direction set to X, Y, Z, or XYZ the modifier can either displace along local or global axes.
纹理坐标

用来获取每个顶点对应的纹理坐标而使用的纹理坐标系统,可以从以下值中选取:

UV

从面的UV坐标获取纹理坐标。

UV Map
The UV map from which to take texture coordinates. If the object has no UV coordinates, it uses the Local coordinate system. If this field is blank, but there is a UV map available (e.g. just after adding the first UV map to the mesh), it will be overwritten with the currently active UV map.

Note

因为UV坐标是按面指定的,UV纹理坐标系通过第一个用那个顶点的面决定每个顶点的UV坐标;其他用那个顶点的面会被忽略掉。所以如果网格是非连续的UV坐标,用这个选项可能导致人工假象(穿帮)。

物体

从其他物体的坐标系获取纹理坐标系(通过*物体*字段指定的)。

物体

获取纹理坐标的物体。移动物体会改变纹理映射的坐标。

注意移动最初的物体**也**会导致纹理坐标的更新。所以,如果你需要在保持位移坐标不变的情况下移动修改后的物体,考虑建立从物体到修改的物体的父子关系。

如果该字段为空,就用*局部*坐标系。

全局
从全局坐标系获取纹理坐标。
自身
从物体的自身坐标系获取纹理坐标。
顶点组
用来控制修改器影响因子的顶点数组的名字。如果留空,修改器会同样影响所有的顶点。
中间值

没有使用移位修改器的纹理值。低于此值会在所选方向上负向偏移,高于此值会在所选方向上正向偏移。

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).

强度

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.

Example

../../../_images/modeling_modifiers_deform_displace_braille.jpg

A highly subdivided plane with an image of the Braille alphabet used as the displacement texture.