着色

平滑着色

参考

模式:

物体模式

菜单:

物体(Object) ‣ 平滑着色(Shade Smooth)

Sets an entire object as smooth or faceted. This forces the assignment of the “smoothing” attribute to each face in the mesh, including when you add or delete geometry.

This operator will also remove any Smooth By Angle Modifiers

可以注意到物体的轮廓仍然是棱角分明的。激活光滑属性实际上并没有修改物体的几何形状,只是改变了表面着色的计算方式(对法向进行插值),造成光滑表面的错觉而已。

Using 平直着色 will revert the shading back (normals will be constant) to that shown in the first image below.

示例网格的平直着色(左)和平滑着色(右)。示例blend文件
../../../_images/scene-layout_object_editing_shading_example-flat.png
../../../_images/scene-layout_object_editing_shading_example-smooth.png

保持锐边

Do not clear sharp edges (which are redundant with objects shaded as flat or smooth). This option is useful to not destroy data in case you want to revert changes later.

自动平滑着色

参考

模式:

物体模式

菜单:

物体 ‣ 自动平滑着色

Adds a 按角度平滑修改器 to automatically set the sharpness of mesh edges based on the angle between the neighboring faces. Note, the modifier will be pinned to be the last modifier.

自动平滑

If disabled, any Smooth By Angle Modifiers are removed.

角度

将被视为平滑的面法线之间的最大角度。

平直着色

参考

模式:

物体模式

菜单:

物体(Object) ‣ 平直着色(Shade Flat)

Signify the object to render and display faces uniformly, using the Face Normal’s direction. This is usually desirable for objects with flat surfaces.

This operator will also remove any Smooth By Angle Modifiers

保持锐边

Do not clear sharp edges (which are redundant with objects shaded as flat or smooth). This option is useful to not destroy data in case you want to revert changes later.