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- Side view render of the Normal Map. 法线映射的边延视图渲染。
- Materialsettings to create a Normal Map. 创建法线映射的材料设置。
- Texturesettings to create a Normal Map. 创建法线映射的纹理设置。
- Render of the Normal Map, perpendicular to the surface. 法线映射渲染,垂直于平面。
- This is necessary for normal mapping to work. 这是法线贴图运作时所必须的。
- Several color, prop, texture, normal map and effects adjustments throughout the game. 一些颜色,设置,材质,法线贴图的修改。
- The red channel in a normal map encodes the left-right axis of normal blue channel encodes vertical depth. 法线贴图中的红色通道编码了法线的左右轴,蓝色通道编码了垂直深度。)
- Side view render of a Normal Map made with an Ortho camera. The same cameraposition as in the previous picture, less perspective distortion. 摄像机的法线映射的边延视图渲染。
- This is because the green channel of the normal map is usually the same as a sky light bake given that all your UVs are upright. 这是因为法线贴图的绿色通道是通常和天光烘焙一样使你所有的UVs是垂直的。
- This paper uses SOM-PAK to train three normal MAP of system on characteristic datas of different layer and decides the method of choosing alert threshold. 摘要通过采集主机中三个不同层次的特征数据,利用SOM_PAK,训练出三个表示系统正常模式的MAP,并确定报警阈值的选取方法。
- Since this is primarily for creating the normal map it is ok if your sculpt is slightly lumpy, it actually helps your final cloth surface look more natural. 考虑到主要是为创建法线贴图的,那么你的雕刻稍微有点粗糙也是可以的,它实际上有助于你最终衣服表面看起来更自然。
- We run the two meshes through the Unreal Engine 3 preprocessing tool and generate a high-res normal map for the renderable mesh, based on analyzing all of the geometry in the detail mesh. 然后我们将两个模型通过虚幻3引擎所提供的法线贴图处理工具进行映射加工,从而产生出一张用在低模上的高分辨率法线贴土。
- You can however use this method to add extra detail to a baked normal map like surface textures, stitching, scars, pocks etc. if you can't be bothered to model everything down to the last millimeter. 但是你可以用这种方式来给烘培的法线贴图添加一些额外的细节,如表面纹理,缝纫,伤痕,杂点等等,如果你厌倦于建造小至1mm的每个细小东东的话。)
- It looks at each target face's direction as defined by it's vertex normals and calculates the new lighting solution by offsetting it with the information from the normal map. 它通过顶点法线所定义的方向察看每个目标面,然后根据来自法线贴图的信息通过补偿它来计算新的灯光效果。
- You need to build detailed normal maps out of high-res characters, higher end content all the way around. 你需要制作高棉模型般丰富细节的法线贴图,更加高端,满足各个角度旋转视图的观察。
- Load low and high poly model into the normal mapper prog内存 to calculate the normal texture. 将低面与高面数模型分别输入法向线贴图产生程序中以计算出法向线贴图。
- Normal mapping on the other hand uses colors to indicate directional offsets, making it far more efficient. 法线贴图使用颜色来表述在其他方向的偏移,这使它更有效。
- Load low and high poly model into the normal mapper program to calculate the normal texture. 将低面与高面数模型分别输入法向线贴图产生程式中以计算出法向线贴图。
- The computer has a normal qwerty keyboard. 这台计算机有标准的英文键盘。
- While not featuring as much normal mapping in pro-pixel leatherization diffusion as Gears of War, it bests it in other ways. 尽管没有战争机器象素中的那么多的通过法线映射产生的皮革散射特效,但kz2在其他方面很强。