传递网格数据¶
参考
- 模式:
物体模式
- 菜单:
传输网格数据 从活动网格复制特定类型的数据到选定的网格。可以是 UV 贴图、颜色属性、自定义法线等等。
对于每个目标网格中的每个元素(顶点/边/面),该操作都会在源网格中找到一个或多个匹配的元素,然后在这些源元素的值之间进行插值。
See also
调整上一步操作面板提供以下选项。
- 冻结操作项
防止更改设置后重新运行数据传递。如果您要同时编辑庞杂几何结构的多个设置,这将非常有用。
- 数据类型
传递的数据类型。
- 创建数据
在目标网格上添加任何缺失的数据层(例如创建缺失的顶点组)。
- 映射
如何为每个目标元素找到匹配的源元素。下文的映射部分将解释各种选项。
- 自动变换
如果源网格和目标网格在世界空间中不重叠,可以启用该选项自动计算变换。虽然这种方法简单快捷,但如果手动使它们重叠,效果可能会更好。
- 物体变换
是否考虑源物体和目标物体世界空间变换。如果不选中,操作符会认为所有物体都处于相同位置,并具有默认的旋转和缩放。
- 仅相邻几何
只考虑与目标元素足够接近的源元素。
- 最大距离
来源元素与目标元素允许的最大距离(对非拓扑映射)。
- 光线半径
The starting radius to use when ray casting.
For certain mapping types, the operator performs a series of ray casts from each destination element to find matching source elements. These ray casts start with the specified radius and grow progressively larger until a match is found or a limit is reached.
A low starting radius will give more accurate results, but has worse performance if it's too small and needs to be increased. A high starting radius has better performance, but may result in suboptimal matches.
In general, use a low radius for dense source meshes and a high one for simple ones.
- 孤岛精度
Controls the calculation that prevents a destination face from receiving UV coordinates from disparate source UV islands (areas bordered by seams). Keeping this at 0.0 means no island handling at all, while higher numbers increase the correctness of the result at the cost of extra computation.
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.
- 选择来源层
Which source layers to copy to the destination meshes (e.g. only the active vertex group, all vertex groups, or a specific vertex group).
- 匹配的目标层
How to find the destination layer for a given source layer: by name or by order.
- 混合模式
How to combine the new data from the source mesh with the original data in the destination meshes.
- 替换
Interpolate between the original and new value using Mix Factor.
- 高于阈值
Replace the destination value if it's greater than or equal to Mix Factor. In the case of multi-component data like colors, the threshold is compared to the average of these components.
For boolean Data Types like Freestyle Mark, you can use this to perform a logical AND: simply ensure the Mix Factor is 0.5 or greater, and the destination mesh will only have marked edges/faces that were already marked and are also marked in the source mesh.
- 低于阈值
Replace the destination value if it's less than or equal to Mix Factor. In the case of multi-component data like colors, the threshold is compared to the average of these components.
For boolean Data Types like Freestyle Mark, you can use this to perform a logical OR: simply ensure the Mix Factor is 0.5 or greater, and the destination mesh will have marked edges/faces that were already marked or are marked in the source mesh.
- 混合
Mix the source value with the destination value, e.g. performing an alpha blend in the case of color attributes. Then, interpolate using Mix Factor.
- 相加
Add the source value to the destination value, then interpolate using Mix Factor.
- 相减
Subtract the source value from the destination value, then interpolate using Mix Factor.
- 正片叠底(相乘)
Multiply the source value by the destination value, then interpolate using Mix Factor.
- 混合因子
Interpolation factor between the original destination value and the newly calculated value. If Mix Mode is Above Threshold or Below Threshold, this is a threshold value instead.
映射¶
拓扑¶
Simply matches the elements based on their index. This requires all meshes to have the same number of elements and those elements to be ordered in the same way. Best suited for a destination mesh that's a deformed copy of the source.
See also
元素排序 to ensure the objects have the same element ordering.
一对一映射¶
These mappings always select only one source element for each destination one.
- 顶点数据
- 最近的顶点
Use the nearest source vertex.
- 最近的边顶点
Use the nearest source vertex on the nearest (by midpoint distance) source edge.
- 最近的面顶点
Use the nearest source vertex on the nearest (by midpoint distance) source face.
- 边数据
- 最近的顶点
Use the source edge whose vertices are nearest to the destination edge's.
- 最近的边
Use the source edge whose midpoint is nearest to the destination edge's.
- 最近的面边
Use the nearest source edge on the nearest face (both by midpoint distance).
- 面拐数据
A face corner is a vertex in the context of a face. This concept is most commonly used in UV maps: each face corner can have its own UV coordinate, or in other words, one 3D vertex can correspond to several UV vertices (one per face).
- 最近的拐角和最匹配的法线
Use the source corner that's nearest to the destination corner and has the most similar split normal.
- 最近的拐角和最匹配的面法向
Use the source corner that's nearest to the destination corner and has the most similar face normal.
- 最近面的最近拐角
Use the nearest source corner on the nearest source face.
- 面数据
- 最近的面
Use the nearest source face (by midpoint distance).
- 最佳法线匹配
Cast a ray from the destination face's centerpoint along the face's normal and use the source face found this way.
插值映射¶
These mappings can match several source elements and interpolate between their values.
- 顶点数据
- 最近边插值
Find the nearest point on the nearest source edge, then use that point to interpolate between the values of the edge's vertices.
- 最近的面插值
Find the nearest point on the nearest source face, then use that point to interpolate between the values of the face's vertices.
- 投影面插值
Project the destination vertex along its normal onto a source face, then use the projected point to interpolate between the values of the face's vertices.
- 边数据
- 投影边插值
Find source edges by projecting from a number of points on the destination edge (where each point is projected along the interpolated normals of the destination edge's vertices). Then, interpolate between the values of the source edges found this way.
- 面拐数据
- 最近的面插值
Find the nearest point on the nearest source face, then use that point to interpolate between the values of the face's corners.
- 投影面插值
Project the destination corner along its normal onto a source face, then use the projected point to interpolate between the values of the face's corners.
- 面数据
- 投影面插值
Find source faces by casting rays from a number of points on the destination face along the destination face's normal. Then, interpolate between the values of these source faces.