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。

../../../_images/interface_controls_nodes_parts_overview.png

标题

The title shows the name/type of the node; it can be overridden by changing the node’s Label. 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.

../../../_images/interface_controls_nodes_parts_collapsed.png

显示折叠时的节点。

插口(接口)

../../../_images/interface_controls_nodes_parts_sockets.png

Sockets are input and output values for the node. They appear as little colored circles on either side of the node. Unused sockets can be hidden with Ctrl-H.

每插口都根据其处理的数据类型不同而显示的颜色不同。

浮点(灰色)

Indicates that the socket accepts/produces floating-point numbers. It can either be a single value or a so-called “value map”. (You can think of a value map as a grayscale image where the brightness of a pixel represents its value.) If a single value is used as an input for a “value map” socket, all points of the map are set to this same value.

整数(石灰绿色)

用于传递整数值(无小数的数字)。

布尔(粉色)

用于传递一个正确或错误的值。

字符串(浅蓝色)

用于传递文本值。

矢量(深蓝色)

表示向量、坐标和法线信息。

颜色(黄色)

Indicates that the socket accepts/produces color information. The colors may or may not have an alpha component depending on the node tree type.

着色器(鲜绿色)

用于 CyclesEevee 的着色节点。

几何信息(绿松石)

用在 几何节点

物体(橙色)

用于传递一个物体数据块。

集合(白色)

用于传递一个集合数据块。

图像(杏色)

用于传递一个图像数据块。

输入

The inputs are located on the bottom left side of the node, and provide the data the node needs to perform its function. Each input socket, except for the green shader input, when disconnected, has a default value which can be edited via a color, numeric, or vector interface input. In the screenshot of the node above, the second color option is set by a color interface input.

Some nodes have special sockets that can accept multiple inputs. These sockets will have an ellipsis shape rather than a circle to indicate their special behavior.

输出

The outputs are located on the top right side of the node, and can be connected to the input of nodes further down the node tree.

转换

Some socket types can be converted to others either implicitly or explicitly. Implicit conversion happens automatically without the need of a conversion node. For example, Float sockets and Color sockets can be linked to each other.

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, it’ll default to use radians regardless of the scene’s 单位. This happens because the Value node has no unit while the angle input does.

有效转换:

  • Between color and vector — mapping between color channels and vector components.

  • Between color and float — the color data is converted to its grayscale 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 such as the Shader —> RGB着色器节点 node or the RGB -> BW节点 node. The 数学(Math)节点 node also contains some functions to convert between degrees and radians.

属性

许多节点的设置会影响它们与输入和输出交互的方式。节点设置位于输出之下和任何输入之上。

../../../_images/interface_controls_nodes_parts_controls.png

Chroma key节点上控件的示例。

预览

Some nodes can show an image that previews their result. The preview can be toggled using the icon on the very top right-hand corner of the node, next to the title.

../../../_images/interface_controls_nodes_parts_previewless.png

没有预览的节点的显示方式。