视图着色

参考

模式:

所有模式

标题栏:

shading-icon Viewport Shading

快捷键:

Z Shift-Z

Blender offers different shading modes for helping with different tasks. For example, Solid shading is well-suited for modeling, while Rendered is useful for setting up lighting.

The radio buttons let you change the shading mode, while the drop-down button opens a popover with additional options described below.

Pressing Z opens a pie menu for changing the shading mode. Pressing Shift-Z switches between the current shading mode and Wireframe.

Wire Color

How the wireframes are colored. This affects the object outline, wireframe overlay, and wireframe shading mode.

  • 单一:

    All objects get shaded using the same single color.

    物体:

    Use the color from the object’s Viewport Display settings.

    随机:

    Each object gets displayed in a random color.

线框

Only displays the edges (wireframes) of the objects in the scene.

背景

背景如何在3D视图中显示。

  • 主题:

    Use the background of the theme. This can be configured in the Themes Preferences under 3D Viewport ‣ Theme Space ‣ Gradient Colors.

    世界环境:

    Use the color from the World‘s Viewport Display options.

    视窗:

    为3D视图的背景选择自定义颜色。

选项

  • X光 Alt-Z

    Make objects transparent, allowing you to see and select items that would otherwise be occluded. The slider controls object opacity.

    轮廓

    Draw an outline around objects. The color of the outline can be adjusted.

实体

This mode utilizes the Workbench Render Engine to render the 3D Viewport. It shows solid geometry but uses simplified shading and lighting without the use of shader nodes. Solid mode is good for modeling and sculpting, and is really useful with the multitude of options to emphasize certain geometric features.

光照

How lights are computed.

  • 平展:

    不计算任何光照。将渲染场景的基础色。

    棚灯:

    使用棚灯照亮物体。棚灯可在 首选项中配置 。棚灯可跟随摄影机或固定位置。当固定时,灯光角度可以调整。

    • 世界空间照明

      使用世界空间照明,灯光不会跟随摄像机。

      旋转

      棚灯在Z轴上的旋转。

    快照材质:

    Use a material capture to light the objects in the scene. MatCaps can be flipped horizontally by clicking the Flip MatCap button.

    可以 在偏好设置中加载 自定义快照材质。

颜色

The source to compute the color for objects in the viewport.

  • 材质:

    使用 材质 面板中的 “视口显示” 为每种材质设置的颜色。

    物体:

    使用视图显示 物体 面板中的颜色,可为每个物体设置该颜色。

    属性:

    Display the active Color Attribute of an object. When an object has no active Color Attribute it will be rendered in the color set in the Viewport Display 物体 panel.

    单一:

    使用单一颜色渲染整个场景。 颜色可选。

    随机:

    将为场景中的每个对象选择随机颜色。

    纹理:

    Show the texture from the active image texture node using the active UV map coordinates When an object has no active texture the object will be rendered with the settings in the Viewport Display 材质 panel.

背景

背景如何在3D视图中显示。

  • 主题:

    Use the background of the theme. This can be configured in the Themes Preferences under 3D Viewport ‣ Theme Space ‣ Gradient Colors.

    世界环境:

    Use the color from the World‘s Viewport Display options.

    视窗:

    为3D视图的背景选择自定义颜色。

选项

背面剔除

使用背面提出来隐藏曲面的背面。

透视

渲染场景透明度。 使用滑块控制场景的透明度。

阴影

在场景中渲染一个锐利的阴影。

  • 暗度

    定义阴影应该渲染的暗度。 此滑块可在0(阴影不可见)和1(阴影为黑色)之间调整。

    光照方向

    控制投射阴影的光源的方向。

    阴影偏移

    控制阴影终止的角度。 它可以用于限制自我阴影伪像。

    阴影焦点

    控制阴影边缘附近的衰减。

Cavity

突出显示场景几何体中的脊和谷。

  • 类型

    计算腔体的方法。

    • 世界环境:

      More precise but is slower to calculate.

      滤色:

      Fast but does not take the size of the ridges and valleys into account.

      两者:

      两者选项会同事采用两个方法。

    脊线

    控制脊线的可见性。

    谷线

    控制谷线的可见性。

景深

在视图中使用活动相机的 “景深” 设置。 仅在通过该相机查看时可见。

该设置位于 属性 ‣ 相机 ‣ 景深 面板。

轮廓

在视图中渲染物体的轮廓。 轮廓的颜色可以调整。

高光光照

渲染高光光照。

Note

仅在光照设置为 棚灯 时,或当选中的MatCap包含高光通道时可用。

材质预览

Render the 3D Viewport with EEVEE and an HDRI environment. This mode is particularly suited for previewing materials and painting textures. You can select different lighting conditions to test your materials.

Note

The Material Preview shading mode is not available when the scene’s render engine is set to Workbench.

光照

  • 场景灯光

    Use the lights in the scene. When disabled (or when the scene contains no lights), a virtual light is used instead.

    场景世界

    Use the World of the scene. When disabled, a world will be constructed with the following options:

    • HDRI环境

      用于点亮场景的环境贴图。

      旋转

      环境在Z轴上的旋转。

      世界空间照明

      Makes the lighting rotation fixed and not follow the camera.

      强度

      环境光照的强度。

      世界不透明度

      Opacity of the HDRI as a background image in the viewport.

      模糊

      Factor to unfocus the HDRI. Note that this does not change the diffusion of the lighting, only the appearance of the background.

渲染通道

Instead of the combined render, show a specific render pass. Useful to analyze and debug geometry, materials and lighting.

合成器

Controls the enablement of the compositor in the viewport. If enabled, the scene compositor node tree will be evaluated using the GPU Compositor and the output will be displayed directly in the viewport.

  • 禁用:

    Always disabled.

    相机:

    Enabled only in camera view.

    总是:

    Always enabled regardless of the view.

Tip

Since it might be difficult to control the look of the viewport compositor due to changes in the aspect ratio, pan, and zoom of the viewport, one can limit the compositing space to the camera region by changing to Camera View and setting Passepartout to 1, that is, make the areas outside of the camera view completely opaque.

渲染

Render the 3D Viewport using the scene’s Render Engine, for interactive rendering. This gives you a preview of the final result, including scene lighting effects.

The options are the same as for Material Preview, except that the Render Pass selector will offer different passes if the scene uses the Cycles render engine.