小新 发表于 2012-9-22 21:23

3DMAX KUJU材质翻译

本帖最后由 13668899 于 2012-9-23 17:46 编辑

http://www.trainsimchina.com/discuz/thread-49569-1-1.html 这个是插件下载帖

这个是用原本的文本直接用谷歌翻译来的 本人不大懂英文的 但是这样也能大概能看懂每个材质的大概 肯定会有不准确的..但总比没有要好...大家谅解...也希望懂3D制作和英文好的人士来从新翻译下..
英文原本我发在第二楼...

Diffuse
没有质感,只是漫反射颜色
BlendAlphaDiff
无纹理,顶点的漫反射颜色的alpha混合
AddAlphaDiff
没有质感,添加剂顶点的漫反射颜色的alpha
Tex
纹理映射,没有照明应用
TexDiff
与单一的纹理,纹理映射应用漫反射颜色
BlendTexAlphaDiff
纹理映射,漫反射颜色,顶点alpha混合
AddTexAlphaDiff
纹理映射,漫反射颜色,顶点alpha添加剂
BlendATex
纹理映射,没有照明应用,使用alpha混合,纹理的alpha通道
AddATex
纹理映射,没有照明应用,使用添加剂阿尔法纹理的alpha通道
BlendATexDiff
纹理映射,使用alpha混合漫反射颜色,纹理的alpha通道
BlendATexDiffTrans
纹理映射,漫反射颜色,纹理的alpha通道的alpha混合,与α= 0的像素是透明的(例如alphaed围栏)。
AddATexDiff
纹理映射,漫反射颜色,使用添加剂阿尔法纹理的alpha通道
BlendATexAlphaDiff
纹理映射,漫反射颜色,使用alpha混合,结合顶点alpha纹理的alpha通道
AddATexAlphaDiff
纹理映射,漫反射颜色,使用添加剂α的结合顶点alpha纹理的alpha通道
AddDiffuse
没有质感,与漫反射颜色,使用添加剂阿尔法
AddTex
纹理映射,没有照明应用,使用添加剂阿尔法
AddTexDiff
纹理映射,漫反射颜色,使用添加剂阿尔法
DualTexDiffVAlpha
双纹理,漫反射颜色,使用顶点alpha混合纹理的
DualTexDiffTAlpha
双漫反射颜色,质感,使用第二个纹理的alpha通道混合纹理
DualTexDiffTrans
双漫反射颜色,质感,使用第二个纹理的透明度
DualTexDiffAdd
双纹理,漫反射颜色,使用添加剂的第二个纹理的alpha
DualBlendATexDiffAdd
双漫反射颜色,质感,使用alpha混合第一通和添加剂阿尔法的第二次
Invisible
没有绘制 - 使用不可见的碰撞障碍
DualTexDiffStencilAdd
双漫反射颜色,纹理,使用添加剂的第二个纹理的alpha只有在第一个纹理具有坚实的阿尔法
DualTexDiffStencilBlend
双漫反射颜色,质感,第二个纹理仅在第一个纹理具有坚实的阿尔法混合阿尔法
DualAddATexDiffDestBlend
双纹理,漫反射颜色,第一遍添加剂,和第二,通过混合字母的第一个纹理的alpha(例如水坑)。
BridgeSplit
就不画了。用于定义轨道穿过自身的地方。
EmbossBumpmap
凹凸贴图列车原型或类似的东西
TripleTexDiffAddAdd
三质感,第二和第三次画相加
TripleGlossMap
三质感的光泽地图,第2次在alpha通道,第三通(反射)纹理绘制相加
TripleGlossMapWithLightIntens
三质感,第2次alpha通道的光泽地图,通过制定第三相加受光照贴图的使用
TripleGlossMapWithoutLightIntens
三质感,第2次alpha通道的光泽地图,通过制定第三相加不影响光线贴图,如果使用
DualTexDiffAddWithLightIntens
第一遍第二遍,第二次的光影图的影响,如果使用的亮度
DualTexDiffAddWithoutLightIntens
第一遍第二遍,第二次的亮度不会受到影响,如果使用光照贴图的
TripleTexDiffTAlpha
三漫反射颜色,纹理,每个纹理的alpha通道之间通过对混合
TripleTexDiffVAlpha
三漫反射颜色,质感,使用相同的顶点alpha混合之间通过对
TripleTexDiffTAlphaVAlpha
三质感,与漫反射颜色,通过使用质地阿尔法混合,通过使用顶点alpha混合
TripleTexDiffVAlphaTAlpha
三质感,与漫反射颜色,通过使用顶点alpha混合,通过使用质地阿尔法为混合
DualTexDiffInvisibleStencilBlend
双漫反射颜色,纹理,先通过看不见的,第二次alphaed使用alpha第一通纹理
TrainBasicObjectDiffuse.fx
单一的纹理,动态照明。 TEX1 RGB弥漫
TrainBasicObjectSpecular.fx
质地,颜色调制反射。 RGB弥漫,TEX2的TEX1 RGB镜面彩色地图
TrainBumpEnv.fx
纹理,法线贴图,环境映射。 TEX1 RGB弥漫,TEX2的RGB法线贴图,TEX3立方的环境
TrainBumpEnvMask.fx
纹理,法线贴图,屏蔽的环境地图。 TEX1 RGB弥漫一个信封的面膜,TEX2 RGB法线贴图,TEX3立方的环境
TrainBumpSpec.fx
纹理,法线贴图,高光。 TEX1 RGB弥漫,TEX2 RGB法线贴图
TrainBumpSpecMask.fx
纹理,法线贴图,屏蔽镜面。 TEX1 RGB放散信封的面膜,TEX2 RGB法线贴图
TrainBumpSpecEnv.fx
纹理,法线贴图,环境贴图和镜面。 TEX1 RGB弥漫,TEX2的RGB法线贴图,TEX3立方的环境
TrainBumpSpecEnvMask.fx
纹理,法线贴图,屏蔽的环境贴图和镜面。 TEX1 RGB漫射一个信封/规格面具,TEX2 RGB法线贴图,TEX3的立方环境
TrainFlora.fx
周围环境的光线,单一的纹理。 TEX1 RGB弥漫
TrainGlass.fx
立方体反射贴图和漫反射玻璃。 TEX1 RGB弥漫半透明,TEX2立方环境映射
TrainLightMapWithDiffuse.fx
弥漫TEX,光照,动态照明。 TEX1 RGB弥漫,TEX2的RGB光照贴图
TrainVertexLit.fx
弥漫性tex的,顶点光照只。 TEX1 RGB弥漫
TrainVertexLitWithDiffuse.fx
弥漫性tex的,顶点光照,动态照明。 TEX1 RGB弥漫
TrainSkyDome.fx
圆顶体育馆
SkinAmbient.fx
单色剥皮
SkinDiffuse.fx
纹理剥皮。 TEX1 RGB弥漫
SkinSpecular.fx
纹理,镜面反射和皮肤。 TEX1 RGB弥漫
SkinNormal.fx
纹理,法线贴图,镜面反射和皮肤。 TEX1 RGB弥漫,TEX2 RGB法线贴图
SkinGloss.fx
纹理,法线贴图,镜面光泽地图,和剥皮。 TEX1 RGB弥漫,TEX2 RGB法线贴图,TEX3 RGB光泽地图
SkinRESERVED1.fx
保留供将来使用
SkinRESERVED2.fx
保留供将来使用
SkinRESERVED3.fx
保留供将来使用
StencilShadow.fx
模板的物体阴影,材料必须与shadow_开始,被检测
TrainBumpEnv.fx
纹理,顶点环境映射。 RGB弥漫,TEX2的TEX1立方环境
TrainBumpEnvMask.fx
纹理,蒙面的顶点环境地图。 TEX1 RGB弥漫TEX2一个信封面膜,立方环境
LoftBump.fx
弥漫性纹理和法线贴图
LoftBumpAlpha.fx
阿尔法的弥漫性texure与和正常的地图
LoftBumpTrans.fx
弥漫性纹理的1位字母和正常的地图
TrainViewFacingFlora.fx
单一的纹理,全球亮起时,查看所面临
TrainUprightViewFacingFlora.fx
全球单质感,光线充足,直立查看面临
WaterCubeMap.fx
水花
TrainSpecEnv.fx
与镜面映射的纹理,顶点的环境。 RGB弥漫,TEX2的TEX1立方环境
TrainSpecEnvMask.fx
镜面映射的纹理,顶点环境蒙面。 RGB TEX1弥漫TEX2一个信封规格面具,立方环境
WaterScenery.fx
法线贴图,漫反射贴图和立方的水。 TEX1普通地图TEX2 RGB弥漫半透明,TEX3立方环境映射
TrainEmissiveGlow.fx
纹理,与emmisive发光。 TEX1弥漫,TEX2的发射面膜
TrainLightBumpSpecMask.fx
纹理,法线贴图和光地图,加上镜面的面具。 TEX1弥漫,TEX2 RGB法线贴图,镜面面具,TEX3光图
LoftTexDiffSpec.fx
弥漫性纹理,固定镜面阁楼
Stars.fx
巨蛋特定的星级层着色器
Clouds.fx
天空穹顶特定的云层着色器
TrainGlassWeatherEffects.fx
立方体反射贴图和漫反射玻璃。 TEX1 RGB弥漫半透明,立方环境映射TEX2,TEX3法线贴图占位符,TEX4后备缓冲占位符
TrainDecal.fx
特别着色渲染贴花
TrainShadowOnly.fx
特别着色器,不会呈现任何内容,但投射阴影
TrainPostDPPObjectDiffuse.fx
弥漫递延后期处理后用于绘制几何着色器。使用薄的几何形状,如更好的抗混叠线
LoftPostDPPTexDiffSpec.fx
弥漫性着色器用于画阁楼递延后处理后。使用薄的几何形状,如更好的抗混叠线
LoftTunnelTexDiff.fx
隧道放样着色的
LoftTunnelTexDiffTrans.fx
隧道阁楼着色器与透明通道
LoftTunnelBumpSpec.fx
隧道阁楼凹凸和高光着色器
TrainViewFacingUnlit.fx
未点燃的观点面临的着色器
TrainShadowOnlyDiffuse.fx
特别着色器不呈现任何内容,但投射阴影。 TEX1的透明度
TrainUberShader.fx
3个通道(R - 澳,G - 发光,B - 环境 - 镜面反射,漫反射,凹凸和辅助)
WaterFlow.fx
流动版本的WaterCubeMap流淌的河水阁楼

小新 发表于 2012-9-22 21:23

Diffuse
No texture, just diffuse colour
BlendAlphaDiff
No texture, vertex alpha blending with diffuse colour
AddAlphaDiff
No texture, additive vertex alpha with diffuse colour
Tex
Texture mapped, no lighting applied
TexDiff
Texture mapped with single texture, diffuse colour applied
BlendTexAlphaDiff
Texture mapped, with diffuse colour, with vertex alpha blending
AddTexAlphaDiff
Texture mapped, with diffuse colour, with additive vertex alpha
BlendATex
Texture mapped, no lighting applied, using alpha blending from texture's alpha channel
AddATex
Texture mapped, no lighting applied, using additive alpha from texture's alpha channel
BlendATexDiff
Texture mapped, with diffuse colour, using alpha blending from texture's alpha channel
BlendATexDiffTrans
Texture mapped, diffuse colour, alpha blending from texture's alpha channel, pixels with alpha=0 are transparent (e.g. alphaed fences).
AddATexDiff
Texture mapped, with diffuse colour, using additive alpha from texture's alpha channel
BlendATexAlphaDiff
Texture mapped, with diffuse colour, using alpha blending from texture's alpha channel combined with vertex alpha
AddATexAlphaDiff
Texture mapped, with diffuse colour, using additive alpha from texture's alpha channel combined with vertex alpha
AddDiffuse
No texture, with diffuse colour, using additive alpha
AddTex
Texture mapped, no lighting applied, using additive alpha
AddTexDiff
Texture mapped, with diffuse colour, using additive alpha
DualTexDiffVAlpha
Dual textured, with diffuse colour, using vertex alpha to blend between textures
DualTexDiffTAlpha
Dual textured, with diffuse colour, using second texture's alpha channel to blend between textures
DualTexDiffTrans
Dual textured, with diffuse colour, using second texture's transparency
DualTexDiffAdd
Dual textured, with diffuse colour, using additive alpha for second texture
DualBlendATexDiffAdd
Dual textured, with diffuse colour, using alpha blending for first pass and additive alpha for second pass
Invisible
Nothing is drawn - use for invisible collision barriers
DualTexDiffStencilAdd
Dual textured, with diffuse colour, using additive alpha for second texture only where first texture has solid alpha
DualTexDiffStencilBlend
Dual textured, with diffuse colour, using blended alpha for second texture only where first texture has solid alpha
DualAddATexDiffDestBlend
Dual textured, diffuse colour, first pass additive, and second pass blended alpha with the alpha of the first texture (e.g. puddles).
BridgeSplit
Not drawn. Use to define areas where track crosses over itself.
EmbossBumpmap
Bumpmap for Train 2 prototype or something like that
TripleTexDiffAddAdd
Triple textured, 2nd and 3rd passes are drawn additively
TripleGlossMap
Triple texture, 2nd pass contains gloss map in alpha channel, 3rd pass (reflection) texture drawn additively
TripleGlossMapWithLightIntens
Triple texture, 2nd pass alpha channel gloss map, 3rd pass drawn additively affected by lightmaps if used
TripleGlossMapWithoutLightIntens
Triple texture, 2nd pass alpha channel gloss map, 3rd pass drawn additively not affected by lightmaps if used
DualTexDiffAddWithLightIntens
Add second pass to first pass, brightness of second pass affected by lightmaps if used
DualTexDiffAddWithoutLightIntens
Add second pass to first pass, brightness of second pass not affected by lightmaps if used
TripleTexDiffTAlpha
Triple textured, with diffuse colour, using each texture's alpha channels to blend between each pair of passes
TripleTexDiffVAlpha
Triple textured, with diffuse colour, using same vertex alpha to blend between each pair of passes
TripleTexDiffTAlphaVAlpha
Triple textured, with diffuse colour, pass 2 uses texture alpha for blending, pass 3 uses vertex alpha for blending
TripleTexDiffVAlphaTAlpha
Triple textured, with diffuse colour, pass 2 uses vertex alpha for blending, pass 3 uses texture alpha for blending
DualTexDiffInvisibleStencilBlend
Dual textured, with diffuse colour, first pass invisible, second pass alphaed using alpha of first pass texture
TrainBasicObjectDiffuse.fx
Single texture, dynamic lighting. TEX1 RGB Diffuse
TrainBasicObjectSpecular.fx
Texture, colour modulated specular. TEX1 RGB Diffuse, TEX2 RGB Specular Colour map
TrainBumpEnv.fx
Textured, normal mapped, environment mapped. TEX1 RGB Diffuse, TEX2 RGB Normal map, TEX3 Cubic environment
TrainBumpEnvMask.fx
Textured, normal mapped, masked environment map. TEX1 RGB Diffuse A Env mask, TEX2 RGB Normal map, TEX3 Cubic environment
TrainBumpSpec.fx
Textured, normal mapped, specular. TEX1 RGB Diffuse, TEX2 RGB Normal map
TrainBumpSpecMask.fx
Textured, normal mapped, masked specular. TEX1 RGB Diffuse A Env mask, TEX2 RGB Normal map
TrainBumpSpecEnv.fx
Textured, normal mapped, environment map and specular. TEX1 RGB Diffuse, TEX2 RGB Normal map, TEX3 Cubic environment
TrainBumpSpecEnvMask.fx
Textured, normal mapped, masked environment map and specular. TEX1 RGB Diffuse A Env/Spec mask, TEX2 RGB Normal map, TEX3 Cubic environment
TrainFlora.fx
Ambient lighting, single texture. TEX1 RGB Diffuse
TrainGlass.fx
Reflective glass with cubic reflection map and diffuse. TEX1 RGB Diffuse A Translucency, TEX2 Cubic environment map
TrainLightMapWithDiffuse.fx
Diffuse tex, lightmap, dynamic lighting. TEX1 RGB Diffuse, TEX2 RGB Lightmap
TrainVertexLit.fx
Diffuse tex, vertex lighting only. TEX1 RGB Diffuse
TrainVertexLitWithDiffuse.fx
Diffuse tex, vertex lighting, dynamic lighting. TEX1 RGB Diffuse
TrainSkyDome.fx
Skydome
SkinAmbient.fx
Single colour skinned
SkinDiffuse.fx
Textured skinned. TEX1 RGB Diffuse
SkinSpecular.fx
Textured, specular and skinned. TEX1 RGB Diffuse
SkinNormal.fx
Textured, normal mapped, specular and skinned. TEX1 RGB Diffuse, TEX2 RGB Normal map
SkinGloss.fx
Textured, normal mapped, specular with gloss map, and skinned. TEX1 RGB Diffuse, TEX2 RGB Normal map, TEX3 RGB Gloss map
SkinRESERVED1.fx
RESERVED FOR FUTURE USE
SkinRESERVED2.fx
RESERVED FOR FUTURE USE
SkinRESERVED3.fx
RESERVED FOR FUTURE USE
StencilShadow.fx
Stencil shadow objects, material must begin with shadow_ to be detected
TrainBumpEnv.fx
Textured, vertex environment mapped. TEX1 RGB Diffuse, TEX2 Cubic environment
TrainBumpEnvMask.fx
Textured, masked vertex environment map. TEX1 RGB Diffuse A Env mask, TEX2 Cubic environment
LoftBump.fx
Diffuse texture and normal map
LoftBumpAlpha.fx
Diffuse texure with alpha and normal map
LoftBumpTrans.fx
Diffuse texture with 1-bit alpha and normal map
TrainViewFacingFlora.fx
Single texture, globally lit, view facing
TrainUprightViewFacingFlora.fx
Single texture, globally lit, upright view facing
WaterCubeMap.fx
Splish
TrainSpecEnv.fx
Textured, vertex environment mapped with specular. TEX1 RGB Diffuse, TEX2 Cubic environment
TrainSpecEnvMask.fx
Textured, masked vertex environment mapped with specular. TEX1 RGB Diffuse A Env & Spec mask, TEX2 Cubic environment
WaterScenery.fx
Water with normal map, diffuse and cubic reflection map. TEX1 Normal Map TEX2 RGB Diffuse A Translucency, TEX3 Cubic environment map
TrainEmissiveGlow.fx
Textured, with emmisive glow. TEX1 diffuse, TEX2 emissive mask
TrainLightBumpSpecMask.fx
Textured with normal map and light map, plus specular mask. TEX1 Diffuse, TEX2 RGB Normal Map, A specular mask, TEX3 light map
LoftTexDiffSpec.fx
Diffuse texture, fixed specular for lofts
Stars.fx
Sky Dome specific star layer shader
Clouds.fx
Sky dome specific cloud layer shader
TrainGlassWeatherEffects.fx
Reflective glass with cubic reflection map and diffuse. TEX1 RGB Diffuse A Translucency, TEX2 Cubic environment map, TEX3 Normal texture placeholder, TEX4 Backbuffer placeholder
TrainDecal.fx
Special shader for rendering decals
TrainShadowOnly.fx
Special shader that doesn't render anything, but casts shadows
TrainPostDPPObjectDiffuse.fx
Diffuse shader used to draw geometry after deferred post processing. Use for thin geometry such as wires for better anti-aliasing
LoftPostDPPTexDiffSpec.fx
Diffuse shader used to draw lofts after deferred post processing. Use for thin geometry such as wires for better anti-aliasing
LoftTunnelTexDiff.fx
Tunnel loft shader
LoftTunnelTexDiffTrans.fx
Tunnel loft shader with transparency channel
LoftTunnelBumpSpec.fx
Tunnel loft shader with bump and specular
TrainViewFacingUnlit.fx
Unlit view facing shader
TrainShadowOnlyDiffuse.fx
Special shader that doesn't render anything, but casts shadows. TEX1 A Transparency
TrainUberShader.fx
3 Channels, diffuse, bump and aux (r - ao, g - emissive, b - environment, a - specular)
WaterFlow.fx
Flowing version of WaterCubeMap for flowing river lofts

小新 发表于 2012-9-22 21:56

13668899 发表于 2012-9-22 21:23 static/image/common/back.gif
Diffuse
No texture, just diffuse colour
BlendAlphaDiff


一共97种材质

BoeingCatty 发表于 2012-9-23 16:41

支持一下,请问能给个KUJU材质下载地址吗

小新 发表于 2012-9-23 17:47

猫猫01 发表于 2012-9-23 16:41 static/image/common/back.gif
支持一下,请问能给个KUJU材质下载地址吗

早就发在了插件版块了呀...

txdywy 发表于 2012-12-18 15:04

感谢分享!学习了……
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