Float


Float texture is like a Swiss Army knife — it is used almost anywhere in OctaneRender®. When converting RGB to grayscale values, the float value creates black for 0 and white for 1. The same is true in Roughness, Bump, Normal, Opacity and Transmission channels. The Float texture can be used with any node that has the parameters of “amount” or “texture”.
浮子纹理就像瑞士军刀一样,在欧司坦恩德几乎随处可见。当将 RGB 转换为灰度值时,float 值为0创建黑色,为1创建白色。粗糙度、凹凸、正常、不透明度和传输通道也是如此。Float 纹理可以用于任何具有“ amount”或“ texture”参数的节点。

CREATE GRAYSCALE VALUE FROM FLOAT NODE

从浮点节点创建灰度值
Open the Node editor and prepare the setup as seen in the image below.This setup will create grayscale values when the Float node is connected to the diffuse channel of the parent material. The color in your diffuse channel is overridden by Float node.
打开 Node 编辑器,准备如下图所示的设置。当浮点节点连接到父材质的扩散通道时,这个设置将创建灰度值。漫反射通道中的颜色被浮点节点覆盖。

Float Texture 【浮点纹理】 - 图1

CREATE MIX BETWEEN GRADIENT TEXTURE NODE USING FLOAT

使用 FLOAT 在渐变纹理节点之间创建 MIX
Open the Node editor and prepare the setup as you see in the image below. Connect the Float Node to the input option of the Gradient texture node and enter any two color values from the gradient texture options. Then connect the gradient texture node to the diffuse channel of the parent material. As you can see in the image below, when the float value is adjusted the gradient color values will be mixed.
打开 Node 编辑器,准备如下图所示的设置。将 Float Node 连接到渐变纹理节点的输入选项,并从渐变纹理选项中输入任意两个颜色值。然后将梯度纹理节点连接到父材质的漫反射通道。正如你在下面的图片中看到的,当浮动值被调整时,渐变颜色值将被混合。

Float Texture 【浮点纹理】 - 图2

USING FLOAT WITH MIX TEXTURE NODE

使用 FLOAT 和 MIX 纹理节点
Open the Node editor and prepare the setup as seen in the image below. In this setup, you can mix the Float Node into the amount slot of the Mix texture node and mix it between two different textures.
打开 Node 编辑器,准备如下图所示的设置。在这个设置中,您可以将 Float Node 混合到 Mix 纹理节点的数量槽中,并在两个不同的纹理之间混合。

Float Texture 【浮点纹理】 - 图3