这是该模型的着色模式。
你将理解两种着色模式,在左图中,三角形用的是光滑着色,四边形用的是平面着色。
You will understand two color pattern of the Left, the triangle is smooth coloring, with the quadrilateral plane coloring.
标准材质有一种漫反射着色模式,这对于渲染固体、以及非反射对象,例如塑料、陶瓷等等的效果是极好的。
Standard material has a diffuse shading model that does an excellent job of rendering solid, non reflective objects such as plastic, ceramic, and so on.
如果多边形的数据显示在这锯齿状的方式,条纹着色模式,它标志着大量的小违规行为的皮肤,即使主要的流动,表面上可以很好的。
If the polygon data are displayed in this jagged way in stripe shader mode, it indicates lots of little irregularities of the skin even though the main flow of the surface can be good.
在平面着色渲染模式下,可用三角形的第三个顶点颜色为整个三角形着色。
In flat-shading mode, you use the color of a triangle's third vertex across the whole triangle.
在这么短的视频教程,您将学习如何使用C4D多增加个人的着色您的克隆使用索引颜色模式。
In this short video tutorial, you'll learn how to use the Multi Shader in C4D to add individual colors to your clones using the INDEX Mode.
这一步很简单的,用喷枪工具直接在色彩模式下对当前图着色就可以完成了。
This was done very simply by painting over the current image with the airbrush in color mode.
PBS和标准着色器都可在线性和伽玛模式中运行。
PBS and the Standard shader work both in Linear and Gamma modes.
所有与渲染管线状态相关的操作有:着色器,顶点布局,混合模式,渲染目标格式等。这些操作可在渲染之前甚至在最初创建及验证。
Everything that is related to rendering pipeline state: shaders, vertex layout, blending modes, render target formats, etc. can be created and validated before rendering even starts.
写详细的程序使用纹理着色器,位移,模式生成和自定义反射模型。
Write detailed procedural shaders using texture, displacement, pattern generation, and custom reflection models.
写详细的程序使用纹理着色器,位移,模式生成和自定义反射模型。
Write detailed procedural shaders using texture, displacement, pattern generation, and custom reflection models.
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