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- A 3D Granite texture is also used to produce a simple bump map on the material. 一个3D的花岗岩纹理也是用于在这个材质上产生一个简单的凹凸贴图。
- For this reason, the expression values are also passed though a bump map to perturb the surface normals. 因为这个原因,表达式数值也能传递给一个凹凸贴图,去扰乱表面法线。
- The left side of this image shows what the results would look like if a bump map was not used. 图像左侧显示的结果看来象是凹凸贴图没有使用。
- Now for the bump map, take the original petal, desaturate it and take the levels down to something like this. (现在开始凹凸贴图的制作,打开原始图像,去色,调整色阶直到变成下面的样子。
- I use a specular map, reflexion map, and bump map(pictures below from left to right) for her skin, too. 我还使用了一张高光贴图、反射贴图和凹凸贴图赋予皮肤。
- Note, the clouds, color, and bump map File textures were originally soild fractals. 注意:云,颜色,和文件纹理的凹凸贴图是最初的单一分形节点。
- I did texture only for head and ribbons, for head I used color, specular and bump map. 我只为头部和领带制作了贴图。为头部制作了颜色,高光和凹凸贴图。
- If set to a value greater than 1.0, the parts of the texture that scale out of range are clipped. On a bump map, they display as plateau regions. 如果值调整到大于1.;0;超过尺寸范围的部分纹理将会被修剪。打开凹凸贴图;它们象平坦区一样显示。
- Without the bump map, the surface would be displaced during the render, but the shading information would be unaffected. 没有凹凸贴图,表面将在渲染时被置换,但着色信息将不产生影响。
- The Bump Vs Distance shading network is designed to decrease the intensity of a bump map as the surface's distance from the camera increases. 相对于距离的凹凸着色网络是设计为,当在摄像机里表面距离增加时,表面相应地减少凹凸贴图的密度值。
- The paper introduces a new algorithm of bump mapping. 本文介绍一种新的凹凸贴图方法。
- If Noise is used as a bump map, increasing Amplitude results in higher bumps and deeper valleys. 如果杂色被用作凹凸贴图,增加振幅导致更高的凹凸并且更深的凹部。
- For improving efficiency, bump mapping is used to render terrain in Cg language. 在鸟瞰图绘制中;对地形采用了基于Cg语言的凹凸纹理效果;进一步提高了系统的绘制效率.
- The language basics and compilation are discussed,then an example about bump mapping effect is given. 论述了HLSL语言基础及编译,并给出了一个实现凹凸映射效果的实例。
- This modification of the direction is referred to as perturbing the surface normals and is the basis of bump mapping. 方向的修改是参考去当作一个搅动的表面法线和基本的凹凸贴图。
- First of all, the common color texture mapping, anti-aliasing technology and multitexture mapping which are the foundation of realizing bump mapping are introduced. 本文首先介绍了普通的颜色纹理映射技术,反走样技术和多重纹理映射技术,它们是实现凹凸纹理映射技术的基础。
- Normal bump maps are added to material shaders by use of the Bumpmap keyword or the Blend keyword with the "bumpmap" parameter. 用软件来渲染法线贴图,你需要转换绿色通道来使你的游戏引擎能够识别为法线贴图。
- In total, to have mipmapping + bump mapping + 10 or more layers + morphing + UVs at all altitudes, the shader only needs 12 texture samples. 总之,要在所有的海拔视角下都能完成MIP贴图+凹凸贴图+10层或更多的样式+多边形变换+UV贴图,着色器只需要做12次材质采样。
- Detail is commonly represented by two-dimensional textures, bump mapping, or displacement mapping applied to objects, polygonal meshes or higher-level primitives. 以往模型表面的细节特征都是将二维纹理,凹凸映射和位移映射等技术应用于三角网格模型或细分曲面。
- There is a map of the world on the wall. 墙上有张世界地图。