工具列 | 功能表 |
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面板 彩現 貼圖 |
The Textures command opens the Textures panel that creates textures that can be dragged and dropped onto Materials and Environments controls.
Textures panel
貼圖面板有一些瀏覽功能。
選取上一個項目。
選取下一個項目。
顯示目前的貼圖的圖示與名稱。
搜尋貼圖。
顯示工具功能表。
從 Rhino 的 .rtex 檔案匯入貼圖。
設定貼圖的類型。
純顏色 |
貼圖的設定因貼圖的類型不同而異。
In addition to the settings specific to the texture type, the following settings sub-panels appear when appropriate.
貼圖的名稱。所有貼圖皆會被自動命名,您可以自行改變名稱。
將貼圖或圖片檔案拖放至 Rhino 的物件會自動建立一個新材質。
This setting displays whenever colors can be specified for the texture components.
The color for each component of the material can be set to a different color or texture.
開啟選取顏色對話框。
擷取螢幕上任何位置的顏色。
複製顏色方塊的顏色。
在另一個顏色方塊貼上顏色。
Assign a texture to the color control.
Opens the texture editor.
Removes the texture from the control.
Assign a texture to use as the color.
瀏覽
Opens the Bitmap Texture Settings panel.
Copies the image to the clipboard.
Pastes the image in the clipboard into the texture slot.
Pastes the image in the clipboard as an instance. Changes to the parent image also change the instances.
Opens a floating thumbnail preview of the texture.
Select a different image or texture type.
Removes the texture from the slot.
Removes the instancing, breaking the connection to the original parent image.
Opens the Properties dialog box for setting the output channel.
Properties
Exchanges colors 1 and 2 for each other.
Tries to reduce aliasing in the texture.
See: Wikipedia, Supersampling.
將顏色方塊拖放至一個資料夾可建立 Rhino 顏色檔案 (*.rcolor)。
Determines how colors at the original uv(w) coordinates of the texture are translated to the uv location on an object. The Rhino default is to use the uv coordinates given by the geometry itself: either the parameters of the surface or the original texture coordinates of the mesh. These controls allow modification of the way the texture appears to wrap itself around objects.
Shifts the texture along the u and/or v direction in texture space.
Causes the texture to recur in texture space.
Rotates the texture in texture space by a specific number of degrees.
UV coordinates are generated from the actual position in world space of the object. This is useful for real-world size materials - especially 3‑D procedural textures.
UV coordinates are generated from a coordinate system specified by the world space location on the object and the side of an imaginary box pointed to by the object’s normal at that location. This is useful for real-world style materials, particularly 2‑D types like bitmaps, since the sides of objects will also be projected in a meaningful manner.
Uses the texture coordinates of that object on a specific mapping channel. By default, with a single mapping channel in use on an object, the texture coordinates will be generated from values found in Object Properties > Texture Mapping.
Uses a 3-D object in the thumbnail and preview window to display the mapping on an object. See: Textures panel thumbnail context menu.
If this checkbox is on, texture previews will be modified by the mapping parameters. This can make it difficult to see the texture itself, if there is a high repeat, for example.
Displays the results of mapping a texture when that texture is not well displayed in the viewport. The texture is displayed temporarily as if it were the object color. This can be useful with advanced rendering engines where the viewport display does not support a particular rendering feature that can be textured (for example, reflectivity).
Determines how colors at the original uv(w) coordinates of the texture are translated to the uv location on an object. The Rhino default is to use the uv coordinates given by the geometry itself: either the parameters of the surface or the original texture coordinates of the mesh. These controls allow modification of the way the texture appears to wrap itself around objects.
Shifts the texture along the u and/or v direction in texture space.
Causes the texture to recur in texture space.
Rotates the texture in texture space by a specific number of degrees.
Only one instance of the texture will be seen on the object.
Projects the image using similar mapping to the EMap command, while allowing for other input projections to be used.
Uses information from the texture itself to determine the projection type. This may be actually specified in the texture. For example, HDR and Projection Changer textures specify their output projection.
以立方體做為環境背景,立方體的六個面都顯示整張背景圖片。
Also known as angular fish-eye projection or azimuthal equidistant projection. Elliptical subsection reaching each border of the texture is mapped onto the sphere.
See: Wikipedia: Azimuthal equidistant projection.
Also known as equirectangular projection. Horizontal line in the middle of the texture is mapped to the equator of the sphere.
See: Wikipedia: Equirectangular projection.
Subsections corresponding to each side of the cube are located side by side dividing the texture into six equal parts.
See: Wikipedia: Cube mapping.
六個方向的平面投影圖片以垂直十字排列做為環境背景。
六個方向的平面投影圖片以水平十字排列做為環境背景。
Texture previews will be modified by the mapping parameters. This can make it difficult to see the texture itself, if there is a high repeat, for example.
Uses the flat 2‑D screen coordinates of the object (where 0,0 is the top left corner and 1,1 is the bottom right) to determine the texture uv. This is often used in conjunction with a background image to cause the colors on an object to match the background.
UV coordinates are generated from the actual position in world space of the object. This is useful for real-world size materials - especially 3‑D procedural textures.
UV coordinates are generated from a coordinate system specified by the world space location on the object and the side of an imaginary box pointed to by the object’s normal at that location. This is useful for real-world style materials, particularly 2‑D types like bitmaps, since the sides of objects will also be projected in a meaningful manner.
Uses the texture coordinates of that object on a specific mapping channel. By default, with a single mapping channel in use on an object, the texture coordinates will be generated from values found in Object Properties > Texture Mapping.
Displays the results of mapping a texture when that texture is not well displayed in the viewport. The texture is displayed temporarily as if it were the object color. This can be useful with advanced rendering engines where the viewport display does not support a particular rendering feature that can be textured (for example, reflectivity).
The graph control displays the color values at particular sections from the uv space of the texture. This can be useful when the color values are used to calculate parameters in non-color slots, such as bump, transparency.
Shows the value of the red component of the texture.
Shows the value of the green component of the texture.
Shows the value of the blue component of the texture.
Shows the value of the alpha component of the texture.
Shows the combined luminance of the texture (calculated using the CIE standard method from the red, green and blue channels). This calculates non-color values such as transparency and bump.
Shows a section through the specified u parameter of the texture.
Shows a section through the specified v parameter of the texture.
Shows a section through the specified w parameter of the texture.
Allows the modification of the texture output with some common transformations.
Given a specific output color component (R, G, B), the clamp controls allow scaling and to zero the values above or below specified thresholds.
Turns component clamping on or off.
Scales the component values between the minimum and maximum values.
Sets the minimum value.
Sets the maximum value.
Transforms the image to its negative. For low dynamic range (LDR) images, this involves subtracting each component from 1.0. For HDR images, each component is replaced with its reciprocal.
Each color is replaced with a gray value based on the luminance.
Each color transforms by a given gamma. The effect is increased or decreased contrast.
Each color value is multiplied by a this amount. The effect is to increase or decrease brightness.
A simple adjustment to increase and decrease contrast and brightness.
Changes the image saturation where 1.0 is the original color saturation and 0.0 is fully gray.
Changes the hue value of each color by a given degree on the color wheel.
輸入附註以描述此貼圖,所有的貼圖都會有附註區塊。
一種 2D (UV) 棋盤格圖案的程序貼圖,可以自由設定棋盤格的兩種顏色,也可以將其它貼圖套入這兩種顏色。
使每個棋盤格顯示相同的貼圖。
一種 3D (UVW) 棋盤格圖案的程序貼圖,可以自由設定棋盤格的兩種顏色,也可以將其它貼圖套入這兩種顏色。
貼圖的名稱。所有貼圖皆會被自動命名,您可以自行改變名稱。
將貼圖或圖片檔案拖放至 Rhino 的物件會自動建立一個新材質。
使每個棋盤格顯示相同的貼圖。
使用圖片做為貼圖,圖片的 Alpha 通道可以隱藏貼圖的某些部分,讓材質的顏色可以透出貼圖,不含 Alpha 通道的圖片可以設定透明顏色得到類似的效果。
預覽縮圖
像素尺寸
色彩深度
圖片尺寸
檔案大小
拼貼時將貼圖鏡射,適用非無接縫處理的貼圖。
當圖片的解析度不夠高時,圖片在物件上可能會有像素化的問題,圖片看起來會有鋸齒狀,啟用過濾可以消除這種情形,但也會使圖片稍微變模糊。
圖片檔案的路徑與名稱。
開啟檔案瀏覽器。
在設定的繪圖程式 (小畫家、PaintShop...) 開啟圖片做編輯。
Specifies the color.
功能表選項 | |
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調色盤 |
開啟選取顏色對話框。 |
取色滴管 |
擷取螢幕上任何位置的顏色。 |
複製 |
複製顏色方塊的顏色。 |
貼上 |
在另一個顏色方塊貼上顏色。 |
The tolerance to be used to determine if the texture's color matches the transparency color.
使用儲存在圖片裡的 Alpha 通道。
混合貼圖以兩種顏色或兩個貼圖混合產生一個新的貼圖。
設定顏色 1 與 2 混合時的強度。
使用另一個貼圖的灰階值控制顏色 1 與 2 混合時的強度。
立方體貼圖可以輸入六張圖片,將六張圖片在一個矩形範圍內以柵欄狀排列,這個貼圖可以再使用"投影方式轉換貼圖"轉換成其它投影方式。
The texture to use at each face of the cube.
These buttons are always disabled. The image is always on.
The child texture to use.
These buttons are always disabled. The image always uses 100%.
The Dots texture generates a random dot pattern. Sub-textures can be set for the dot color and the background color.
設定產生斑點的演算法。
班點以隨機運算放置,班點的分布較平均。
班點的位置以矩形陣列開始運算,記憶體使用量較低,但班點的分布較不平均。
The approximate number of dots in the pattern.
Determines how far apart dots are generated. It operates like zooming in and out, but as you zoom in, more dots appear to keep the number of dots as close as possible to the #of dots value.
The Dot Style settings specify the way the dot merges into its background. These settings work well with bump mapping.
設定斑點邊緣的衰減曲線。
Generates flat dots that appear as simple discs.
Uses a linear method so that when used as a bump map, the bumps are conical with a very sharp center point.
Similar to Linear but uses a different method so that when used as a bump map, the bumps are more smooth and rounded.
Similar to Cubic but uses a different method so that when used as a bump map, the bumps have a domed appearance.
Specifies the radius of the dots.
Specifies a level of randomization for the radius.
將斑點設為圓環狀。
Specifies the size of the hole as a percentage of the radius.
Specifies the size of the hole as a percentage of the radius.
The Dot Appearance settings specify how the dot interacts with the background.
設定班點貼圖兩種顏色的混合方式。
使用每個顏色通道 (R, G, B, A) 的最大值。
以顏色通道的數值相加。
以顏色通道的數值相減。
以顏色通道的數值相乘。
以顏色通道的數值相加再除以二。
This is the amount of the dot effect. When used as a color, it affects the brightness of the dot. When used as a bump map, it affects the depth of the bumps.
Specifies a level of randomization for the amplitude.
Normally the dots are colored according to the value of Color 2. This setting allows the color hue to randomly vary.
Specifies a level of randomization for the hue. This has no effect when the composition type is Standard.
Normally the dots are colored according to the value of Color 2. This setting allows the color saturation to randomly vary.
Specifies a level of randomization for the saturation. This has no effect when the composition type is Standard.
The Exposure texture takes high-dynamic-range information and converts it to a low-dynamic-range image using the same exposure algorithms used in the high-dynamic-range texture.
Add the high-dynamic range (HDR) texture whose exposure you want to control.
Changes the exposure of the HDR texture. It decides the part of the HDR dynamic range is mapped to the pixel range (0 to 255).
A scale factor that multiplies the final pixel color before it is displayed. The pixel color is then clamped to the range 0 to 255.
The fractal Brownian motion (fBm) texture is a standard computer graphics noise type where the noise is superimposed upon itself at different scales and amplitudes. So the closer you look, the more detailed the pattern is. A basic continuous noise function for bump maps based on Perlin noise. fBm is a variation on Perlin noise with either Fractal Sum synthesis. Textures can be set to the two colors in the noise function.
雜訊貼圖也可以做出類似的效果,且它的功能更強大。
See: Wikipedia: Perlin noise.
The maximum number of super-impositions. This relates to the amount of detail in the noise.
The Gradient texture provides predefined gradient types along with custom curve support. Textures can be set to the two colors of the gradient.
漸層型式
設定不同型狀的漸層色。
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Opens the Custom Curve panel.
移動曲線上的點修改漸層的變化。
在曲線上加入編輯點。
刪除曲線上的編輯點。
選取啟用中的曲線。
R (紅色)
G (綠色)
B (藍色)
A (Alpha)
重設顯示範圍。
將曲線圖行重設為預設的一直線。
開啟獨立的曲線圖形視窗。
The Granite texture is a spotted 3-D texture. The granite procedure combines a randomly distributed spot component in a base component.
縮放整理貼圖紋路。
設定顏色 2 所占的比例。
設定紋路的銳利度。
The Grid texture uses a numbered grid bitmap as the texture.
設定 U 與 V 方向的方格數,方格的總數為 U x V。
設定方格裡的數字的粗細。
A High-Dynamic-Range (HDR) texture provides automatic conversion to a bitmap for non-HDR capable renderers. This allows the Rhino renderer and viewport display to show HDR environments. The HDR texture also provides projection conversion features. Most HDRi files come as light probe projection.
See: www.easyhdr.com/examples.
Image and file properties.
The path and name of the HDR.
不論視圖方向為何,彩現時都以選取的圖片填滿背景。
Also known as angular fish-eye projection or azimuthal equidistant projection. Elliptical subsection reaching each border of the texture is mapped onto the sphere.
See: Wikipedia: Azimuthal equidistant projection.
Also known as spherical projection. Horizontal line in the middle of the texture is mapped to the equator of the sphere.
See: Wikipedia: Equirectangular projection.
Subsections corresponding to each side of the cube are located side by side dividing the texture into six equal parts.
See: Wikipedia: Cube mapping.
六個方向的平面投影圖片以垂直十字排列做為環境背景。
六個方向的平面投影圖片以水平十字排列做為環境背景。
與球體投影類似,但投影面只有上半球,貼圖的下方邊緣對應到半球體的下方邊緣。
Use the same projection as the input image.
轉換投影方式時旋轉圖片。
See: Tone Mapping.
以線性提高或降低 HDR 圖片的所有數值,可以用來調整 HDR 圖片的亮度。
將 HDR 圖片另存為一般的圖片。
可調整輸出的圖片的亮度以符合要求。
可調整亮部區域的範圍顯現暗部區域細節,預設值 0.85 可產生亮/暗部平衡分布的彩現影像。
調整彩現影像的整體對比度。
模擬大理石紋路的程序貼圖,由底色與脈絡兩種顏色組成。
The overall size of the texture
The fraction of the distance from one base stripe to the next. Values range from 0 for no Vein component to 1 for no base component.
Blurs the edges of the veins.
Adds noise to the texture.
The Mask texture creates a grayscale image from a specific component of an input texture. This is useful for creating textures suitable for non-color uses (like transparency, or bump). It is even more useful for calculating a mask from only a single component. It is most commonly used to extract the alpha channel from an input texture.
The texture to be used as input.
The texture component to be used as the output.
Calculates the output texture from the grayscale of the input image.
Calculates the output texture from the grayscale color made by using the red component for all components (R, R, R, 1.0).
Calculates the output texture from the grayscale color made by using the green component for all components (G, G, G, 1.0).
Calculates the output texture from the grayscale color made by using the blue component for all components (B, B, B, 1.0).
Calculates the output texture from the grayscale color made by using the alpha component for all components (A, A, A, 1.0).
The noise texture is a general purpose procedural texture for creating many types of coherent or partially coherent multi-octave noise. The texture is very useful as a building block for other procedural types, but can also be used on its own for non-repeating bump patterns or random variations in color.
Many different types of noise for use in computer graphics have been developed. The noise texture provides several of them.
The classic noise developed by Ken Perlin in 1983.
See: Wikipedia: Perlin noise.
Creates a lattice of points which are assigned random values.
See: Wikipedia: Value noise.
The result of Perlin noise and Value noise added together.
A method for constructing an n-dimensional noise function comparable to Perlin noise but with a lower computational overhead.
See: Wikipedia: Simplex noise.
A noise method with accurate spectral control, easily mapped to a surface, and anisotropic filtering.
See: Procedural Noise using Sparse Gabor Convolution.
Similar to Value noise but with a different interpolation method.
A Hermite noise published by Greg Ward.
A coherent noise function developed by Robert McNeel & Associates.
Determines how the noise octaves are combined.
Results in a smooth noise function where there are no discontinuities.
Results in a non-smooth function where there are sudden discontinuities in the noise function.
The frequency is multiplied by this number to reach the next octave.
Typically each octave is reduced in amplitude to create a fractal like pattern. This multiplier determines how much each octave is reduced by.
Sets the minimum and maximum values.
Scales the component values between the minimum and maximum values.
Transforms the image to its negative. For low dynamic range (LDR) images, this involves subtracting each component from 1.0. For HDR images, each component is replaced with its reciprocal.
A simple adjustment to increase and decrease contrast and brightness.
A simple Perlin marble texture implementation.
See: Wikipedia: Perlin noise.
Sets the size of the marble pattern.
Sets the saturation level of Color 1.
Sets the saturation level of Color 2.
Sets the number of times the turbulence algorithm is applied. The higher the value, the more complicated the marble pattern.
Adds noise to the texture.
Blurs the edges of the veins.
The perturbing texture takes a source texture, and a texture that controls the perturbation of the source; generally a noise or fBm texture although anything will work.
來源貼圖。
用來控制扭曲變形的貼圖。
調整扭曲變形的強度。
Creates a texture based on the appearance of the sky based on date, time, and location settings.
Uses the settings from the Sun panel.
設定日期,可用移動滑桿或直接輸入日期兩種方式設定,滑桿軸的顏色代表當日陽光的顏色。
設定時間,可用移動滑桿或直接輸入時間兩種方式設定,滑桿軸的顏色代表當時陽光的顏色。
以電腦的時間設定日期與時間。
在地圖上指定一點,自動選擇最靠近的城市。
從城市清單選擇位置。
以您所在的位置設定時區。
搜尋城市清單裡的城市。
設定地點的緯度。
設定地點的經度。
設定地點的時區。
Shows the sun in the texture.
設定彩現影像裡太陽的大小。
設定太陽的亮度。
設定太陽周圍光暈的顏色。
設定大氣的密度,大氣密度對太陽有放大效果。
設定光線如何分散與分散的速度,與光線通過透明物質的折射效果類似。太陽接近地平線時陽光經過較厚的大氣層,光線散射較多,太陽的顏色會較紅。
Affects the results when the Sun is low on the horizon. Higher numbers cause thicker (smoggier) air. More particles “scatter” as the Sun approaches the horizon causing a greater effect (sunset, sun size, color distribution, etc...).
控制光線在大氣中如何漫射與折射,這裡的設定是主要顏色的物理波長,預設值是光線在地球大氣裡的正確波長。
亮度的倍數值,使亮部的亮度提高大於暗部。
The projection changer texture converts a texture or image from one type of projection to another. The options available are the same as for the HDR image and cover most forms of texture projection. This can be very useful for conversion of environment maps.
See: Environment Editor, Projection.
See: Environment Editor, Projection.
Use the same projection type as the input image.
轉換投影方式時旋轉圖片。
The Resample texture takes an input texture and divides it into pixels. The color of these pixels is determined by sampling the colors from the input texture. Fewer samples may result in noisy pixelation, especially on noisy input textures, but will be quicker.
It also has features for smooth interpolation between the pixel centers, and blurring controls. The re-sample texture is especially useful for creating blurred or pixelated versions of other textures, particularly procedural textures or HDR textures which cannot be easily blurred in an image editing package.
The input texture. Click to assign a new texture.
The number of pixels in the re-sampled texture in the u‑direction.
The number of pixels in the re-sampled texture in the v‑direction.
The minimum number of samples taken from the original image used to determine the color of the re-sampled pixel.
If the maximum is higher than the minimum, the input texture will be adaptively sampled up to the maximum number of samples.
The interpolate option causes the sample values taken from the grid to be linearly interpolated. For a grid of simple colors, clear this check box.
Texture colors will be generated using bi-linear interpolation between the colors at the nearest pixel centers. Causes the re-sampled texture to switch between pixelated and smooth.
Blurring causes the values of neighboring re-sampled pixels to be averaged with their near neighbors.
Turns blur on.
The re-sample texture supports four averaging types, each with its own characteristics.
Uses a simple and fast technique to sum and average neighboring pixels. This method can result in artifacts.
A fast averaging technique that reduces the edge artifacts.
A true Gaussian blurring technique that uses a bell-curve weighting to produce most accurate and artifact-free blur. This method can result in “over blurring” and can be slow.
A modification of the Gaussian curve that preserves details while keeping artifacts to a minimum. This method can be slow.
The radius determines how colors far from the original pixel contribute to the resulting pixel's color. A larger radius means more blurring. The radius is measured in texture units (1.0 means the entire width of the image). Values of around 0.1 - 0.2 work for significant blurred results.
Determines whether pixels at the left and right edges of the image can use color information from the opposite side of the image in the blurring results.
Determines whether pixels at the top and bottom edges of the image can use color information from the opposite side of the image in the blurring results.
The Single Color texture acts as a placeholder for either a color or a sub-node texture. It can be useful in situations where you want to instance colors across many materials or textures.
Click to use a texture.
對貼圖進行隨機性的多點取樣,降低次像素取樣時的摩爾效應。
以物件內容的顯示顏色取代材質的顏色。
The Stucco texture generates a simple surface pattern useful for creating the effect of a stuccoed surface using bump mapping.
Controls the size of the bumps. Increasing this value appears to zoom in on the texture.
Controls the thickness of the bumpy areas. Higher values create more detail in the bumps.
Controls how pronounced the bumps are. Lower values make the texture more bumpy. Higher values smooth the texture out and show fewer bumps. A value of 1 makes the texture completely smooth.
The Texture Adjustment Texture provides a set of color and geometry adjustment settings that are applied to the child texture. The settings are much as the same as the adjustment section available for most textures.
The name of the image file.
Turns component clamping on or off.
Scales the component values between the minimum and maximum values.
Sets the minimum value.
Sets the maximum value.
Transforms the image to its negative. For low dynamic range (LDR) images, this involves subtracting each component from 1.0. For HDR images, each component is replaced with its reciprocal.
Each color is replaced with a gray value based on the luminance.
Each color transforms by a given gamma. The effect is increased or decreased contrast.
Each color value is multiplied by a this amount. The effect is to increase or decrease brightness.
A simple adjustment to increase and decrease contrast and brightness.
Changes the image saturation where 1.0 is the original color saturation and 0.0 is fully gray.
Changes the hue value of each color by a given degree on the color wheel.
Flips the image vertically.
Flips the image horizontally (as in mirror).
Tile textures are repeating patterns of color or texture or both.
Specifies the tile pattern.
Specifies the width of the joint color in each u,v, w direction.
The offset in tile space between each row or column of tiles (for each of the axes in u, v, and w). This is used to create brick-like patterns (where, for a simple stretcher bond, the u‑phase shift is 0.5).
The Turbulence texture creates a simplified partially coherent noise texture.
Similar effects are possible using the more complex but much more powerful Noise texture. Turbulence is a variation of Perlin noise Turbulence spectral synthesis.
See: Wikipedia: Perlin noise.
A measure of the contrast between noise levels.
The levels of fractal detail in the noise algorithm.
A simple adjustment to increase and decrease contrast and brightness.
The waves texture produces grayscale strips with a sine wave value curve in either a linear or radial pattern.
Produces linear waves (parallel lines).
Produces radial waves (concentric circles)
The steepness of the sine wave on the negative u side of the texture (1.0 is linear).
The steepness of the sine wave on the positive u side of the texture (1.0 is linear).
The distance in texture units between the waves.
Specifies the distance in simple texture units.
Specifies the distance by evaluating the luminance of another texture at that point.
The Wood texture consists of concentric cylinders of alternating Base and Ring components. The Wood procedure defines how the Base and Ring components combine.
木紋程序貼圖的彩現與物件的距離遠近有關。
物件距離很遠時,木紋會以單一顏色取代,這樣可以在不犧牲彩現品質的情形下加快彩現速度。
The thickness of the wood grain. The thicker the grain, the more Color 2 affects the result and the less Color 1 does.
The amount of random variation in the grain. A value of zero makes the grain perfectly smooth. Higher values cause a more pronounced random variation in the grain.
Provides further random variation in the grain. This setting only has an effect when viewing the texture in 3‑D with WCS on and when Radial noise is greater than zero.
Controls the amount of blurring on the inner edge of the grain.
This controls the amount of blurring on the outer edge of the grain.
材質、環境、貼圖的設定都儲存在模型檔案裡,也可以匯出至檔案再匯入其它模型、從 Rhino 裡拖放至外部的資料夾,或是在兩個 Rhino 視窗之間拖放。
顏色方塊的顏色也可以如此操作。
材質庫面板顯示的是預設的材質庫資料夾,這裡的檔案可以拖放到作業視窗裡的物件,材質、環境、貼圖也可以拖放至這裡。
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顯示面板 |
Displays the Textures panel. |
Options |
Displays command-line options. AddDelete重新命名ChangeDuplicateLoadFromFileSaveToFile |
工具列 | 功能表 |
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DownloadLibraryTextures 指令可下載 Rhino 內建的材質庫裡的材質與環境用到的所有圖片檔案,以便在電腦無網際網路連線時使用這些材質與環境。
開啟環境面板。
開啟或關閉材質面板。
以目前的彩現器彩現模型場景。
Rhinoceros 6 © 2010-2017 Robert McNeel & Associates. 10-一月-2018