数据转移修改器

The Data Transfer Modifier transfers several types of data from one mesh to another. Data types include vertex groups, UV maps, vertex colors, custom normals...

Transfer works by generating a mapping between source mesh's items (vertices, edges, etc.) and destination ones, either on a one-to-one basis, or mapping several source items to a single destination one by interpolated mapping.

../../../_images/modeling_modifiers_modify_data-transfer_normals-example.png

From left to right, a flat-shaded beveled cube, a smooth-shaded beveled cube, and an auto-smooth-shaded beveled cube copying its normals from the reference, flat-shaded cube shown as wire here, to achieve the 'fake round corners' effect.

选项

../../../_images/modeling_modifiers_modify_data-transfer_panel.png

Data Transfer Modifier.

源物体

需要复制数据的模型物体

If the button to the right of the field is unset, source and destination geometries are considered in global space when generating the mapping, otherwise they are evaluated in local space (i.e. as if both object's origins were at the same place).

最大距离

When the "hand and bulged in blue line" icon button to the right is enabled, this is the maximum distance between source and destination to get a successful mapping. If a destination item cannot find a source one within that range, then it will get no transferred data.

这样可以转移一个小的细分的模型到更复杂的模型上(比如 将手部模型转移到整体模型上)。

光线半径
对于光线投射为基础的映射方式,光线投射的半径,对于1D和2D物体特别重要(比如顶点和边),没有一点宽度,就会没有匹配的光线。。。
混合模式

控制目标数据影响的程度

所有
替换目标物体所有(注意混合因子 仍然是被使用的)
高于阈值
Only replaces destination value if it's above given threshold Mix Factor. How that threshold is interpreted depends on data type, note that for boolean values this option fakes a logical AND.
低于阈值
Only replaces destination value if it's below given threshold Mix Factor. How that threshold is interpreted depends on data type, note that for boolean values this option fakes a logical OR.
混合,添加,相减, 相乘
应用那个操作,使用混合因子来控制源物体或目标物体数值使用的程度。只是对一些类别可用(顶点组,顶点颜色)。
混合因子
How much of the transferred data gets mixed into existing one (not supported by all data types).
顶点组
允许每个项目精细控制的组合因素。慧峰集团的影响力可以通过小的“箭头”按钮右侧被还原。
生成数据层
这个修改器不能自动生成所需数据层。一旦需要转移的数据源被选定,使用这个按钮生成匹配的目标层。

选取转移数据

为了保持修改器大小的合理,需要转移数据的物体必须先选择(顶点,边, 面,角和/或 面)

映射类型
源物体和目标物体如何生成贴图。每种映射类型都有自己的选项。详情请参见 稽核映射 below for details.。
数据类型
左列的勾选按钮用于选择需要转移数据类型
多层数据类型选项
这些情况下(顶点组,顶点颜色,UVs),可以选择源数据层来转移(一般是所有要不就是特定的一种),以及目标物体的效果程度(可以是匹配名字,匹配次序/位置,或者,如果单一的数据源被选中,通过手动指定目标层)
Uv块处理精简
This setting only affects UV transfer currently. It allows to avoid a given destination face to get UV coordinates from different source UV islands. Keeping it at 0.0 means no island handling at all. Typically, small values like 0.02 are enough to get good results, but if you are mapping from a very high-poly source towards a very low-poly destination, you may have to raise it quite significantly.

使用

First key thing to keep in mind when using this modifier is that it will not create destination data layers. Generate Data Layers button shall always be used for this purpose, once set of source data to transfer is selected. It should also be well understood that creating those data layers on destination mesh is not part of the modifier stack, which means e.g. that they will remain even once the modifier is deleted, or if source data selection is modified.

几何映射

几何映射是个过程一个赋予的目标顶点/边/。。。 清楚从位于源物体的哪个部分获取相应的数据。很好的了解这块内容对使用该修改器得到不错效果是很重要的。

拓扑
最简单的选项,期望两个物体有相同数量,并且按索引匹配他们。有用的,比如两个物体是完全一样的复制,不同的变形。
一对一映射

这种只要对目标物体选择一个源物体就好,一般是基于最短距离。

顶点
最近顶点
Uses source's nearest vertex.
最近边顶点
Uses source's nearest vertex of source's nearest edge.
最近面的顶点
Uses source's nearest vertex of source's nearest face.
最近顶点
Uses source's edge which vertices are nearest from destination edge's vertices.
最近边
Uses source's nearest edge (using edge's midpoints).
最近的面边
Uses source's nearest edge of source's nearest face (using edge's midpoints).
面角

A face corner is not a real item by itself, it's some kind of split vertex attached to a specific face. Hence both vertex (location) and face (normal, ...) aspects are used to match them together.

最近的角和最佳匹配法线
Uses source's corner having the most similar split normal with destination one, from those sharing the nearest source's vertex.
最近的角落和最佳匹配面法线
Uses source's corner having the most similar face normal with destination one, from those sharing the nearest source's vertex.
最近面上的最近角落
Uses source's nearest corner of source's nearest face.
最近面
Uses source's nearest face.
Best Normal-Matching
Uses source's face which normal is most similar with destination one.
映射

这些需要对每个目标体使用多个源物体部分,在转移同时interpolate数据

顶点
最近边
Uses nearest point on nearest source's edge, interpolates data from both source edge's vertices.
最近面
Uses nearest point on nearest source's face, interpolates data from all that source face's vertices.
投影面
Uses point of face on source hit by projection of destination vertex along its own normal, interpolates data from all that source face's vertices.
投影边
This is a sampling process. Several rays are cast from along the destination's edge (interpolating both edge's vertex normals), and if enough of them hit a source's edge, all hit source edges' data are interpolated into destination one.
面角

A face corner is not a real item by itself, it's some kind of split vertex attached to a specific face. Hence both vertex (location) and face (normal, ...) aspects are used to match them together.

最近面
Uses nearest point of nearest source's face, interpolates data from all that source face's corners.
投影面
Uses point of face on source hit by projection of destination corner along its own normal, interpolates data from all that source face's corners.
投影面
This is a sampling process. Several rays are cast from the whole destination's face (along its own normal), and if enough of them hit a source's face, all hit source faces' data are interpolated into destination one.