• 使用多个相机时,一个都将自己颜色深度信息存储缓冲区中,还将积累大量的每个相机渲染数据

    When you are using multiple Cameras, each one stores its own color and depth information in buffers, accumulating more data as each Camera renders.

    youdao

  • 每个相机渲染时会存储颜色深度信息

    Each Camera stores color and depth information when it renders its view.

    youdao

  • 相机完成场景渲染调用

    OnPostRender: Called after a camera finishes rendering the scene.

    youdao

  • 下面可以看到HDRI设置相机设置(几乎默认)用于游泳池椅子渲染场景。

    Below you can see both HDRI Settings and camera Settings (almost default) used for the shoot where we see the swimming pool + chair.

    youdao

  • 相机好后,我们开始设计我们方案这里是我们第一次渲染

    Once the camera′s been chosen, we design our proposal. Here you can see our first sketch.

    youdao

  • 相机开始渲染停止渲染之间的距离。

    Distances from the camera to start and stop rendering.

    youdao

  • 场景中的任何特定相机进行渲染时,可以设定清除标记清除缓冲区信息不同集合

    As any particular Camera in your scene renders its view, you can set the clear Flags to clear different collections of the buffer information.

    youdao

  • 就是通常会使用相机渲染设置

    This is the camera Settings and render that I usually use.

    youdao

  • 使用2D纹理相机闪光灯创建自己动画人群看看可以渲染自己的CG

    You will also use 2D textures to create your own animated crowd with camera flashes, and see how you can light and render your own CG in NUKE.

    youdao

  • 添加画龙点睛喜欢色彩校正渲染相机抖动运动模糊

    Add final touch to the renders like color correction, camera shake, motion blur etc.

    youdao

  • 相机完成场景渲染之后调用

    OnPostRender is called after a camera finished rendering the scene.

    youdao

  • 相机显著地移动时,引擎只不过重新渲染视点替用特效,并且,可以好的获得其它

    When the camera does move significantly, the engine simply re-renders the impostor, and you're good to go for another couple of frames.

    youdao

  • 重新一下HDRI设置设置渲染强度1.0并且修改相机曝光……为什么

    Please see the HDRI setting once again. There I set the render multiplier to 1.0 and just change the Camera Settings to tweak the exposure... Why?

    youdao

  • 学习如何使用网络渲染减少提供动画时间以及静态图像相机使用平铺

    You will learn how to use Net render to reduce your render time of animations as well as still images using a Tiled Camera.

    youdao

  • 对于使用方式使渲染图有生机的一个一般评论就是如果客户改变相机怎么办?答案很简单代表更多工作要做

    A general comment that springs to life with our approach is' what if the client changes the camera ', simple answer - that means you're going to have a lot more work!

    youdao

  • 但路径跟踪一个缺点相机移动时,我们不得不重新渲染图像。 而图像完全融合得经过数秒钟时间对于游戏而言,还是好的。

    This is also a drawback as a new image has to berendered when the camera is moved, and, since it takes on the order of secondsfor the image to fully converge, it will not be appropriate for games.

    youdao

  • 胶片视野引导显示相机视野范围,并且是只有相机光圈高宽透视分辨率一样情况下才起渲染作用。

    The film gate view guide indicates the area of the camera's view that renders only if the aspect ratios of the camera aperture and rendering resolution are the same.

    youdao

  • 项目使用渲染路径播放设置选择的,此外可以每个相机覆盖它(就是重新选择一种渲染方式)。

    The rendering Path used by your project is chosen in Player Settings. Additionally, you can override it for each Camera.

    youdao

  • 项目使用渲染路径播放设置选择的,此外可以每个相机覆盖它(就是重新选择一种渲染方式)。

    The rendering Path used by your project is chosen in Player Settings. Additionally, you can override it for each Camera.

    youdao

$firstVoiceSent
- 来自原声例句
小调查
请问您想要如何调整此模块?

感谢您的反馈,我们会尽快进行适当修改!
进来说说原因吧 确定
小调查
请问您想要如何调整此模块?

感谢您的反馈,我们会尽快进行适当修改!
进来说说原因吧 确定