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。
标题¶
The Title shows the name/type of the node. It can be overridden by changing the value of Label in the Node section of the Sidebar region N. On the left side of the title is the collapse toggle which can be used to collapse the node. This can also be done with H.
插口(接口)¶
节点从 插口 中的输入和输出值。它们显示在节点的两侧小的彩色圆圈。未使用的插口可以隐藏 Ctrl-H 。插口有两个功能, 输入 和 输出 。
每插口都根据其处理的数据类型不同而显示的颜色不同。
- Float (gray)
表示数值信息,可用于单个数值或叫做"值映射"(你也可以认为这是一个灰度值映射,其中不同亮度/暗度上反映出每个点的值)如果单个值用于 值映射 插口,所有映射值都会设置为相同的值。常用:Alpha映射和值的节点选项。
- 矢量(蓝色)
表示向量、坐标和法线信息。
- 颜色(黄色)
表示需要输入或从节点输出颜色信息,这可能包含或不包含Alpha通道,取决于节点树的类型。
- Shader (bright green)
- Boolean (soft yellow)
Used to pass a true or false value.
- Integer (lime green)
Used to pass an integer value.
- String (dark gray)
Used to pass a string value.
- Object (dark red)
Used to pass an object data-block.
- Image (dark green)
Used to pass an image data-block.
输入¶
输入 位于节点的左下角,并提供节点执行其功能所需的数据。除绿色着色器输入外,每个输入插口在断开连接时都有一个默认值,可通过颜色,数字或矢量接口输入进行编辑。在上面节点的屏幕截图中,第二个颜色由节点界面上的颜色设置选项输入。
输出¶
输出 位于节点右上侧,可以连接到节点树下方的节点输入。
Conversion¶
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.
Valid conversions:
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 着色器节点 node. The 运算节点 node also contains some functions to convert between degrees and radians.