可以明确指出的是,不同的大规模模型的渲染器的不同部件的合作是十分重要的。
It is now increasingly clear that there are important couplings between the different components of a massive model renderer.
未来与文件密切配合的HTML浏览器里,我们如何渲染CAD图纸和模型呢?
How we will be able to render CAD drawings and models in the future in HTML file compliant browsers?
任何名字中包含“password”的普通模型属性在HTML都会渲染为一个密码输入。
Any normal model properties that contain "password" in their name will render in HTML as a password input.
尽管VisualStudio11并不是一种设计工具,在其中还是包含了与3d渲染模型相关的工具。
While not a design tool, Visual Studio 11 does include tools for working with 3d rendered models.
要将平面照渲染成模型,该软件首先对照片进行比较,从而计算出每张照片是在哪个位置拍的。
To make a model from the initial snapshots, the software first compares the photos to work out where in 3-d space they were taken from.
例如,你可以很容易编写自己的视图类来改变视图选择和渲染的方法,或者为模型换用另一个数据库平台(默认的Ruby的Sequel)。
For example, you can easily write your own view class to change the way views are selected or rendered, or use a different database platform for models (the default is Ruby Sequel).
FXG是一种基于XML的图形交换格式,用于Flash,包含基本的图形和文本,遵循flash播放器的渲染模型。
FXG is an XML-based graphics interchange format for Flash, containing graphical and text primitives, following the Flash Player rendering model.
有一点需要注意:虚拟属性(在模型中作为属性定义,但却不真正保存在数据库中的属性)的html渲染方式可能与普通的模型属性不同。
One caveat is that virtual properties (properties defined as attributes in the model but not actually stored in the database) can have different HTML rendering than regular model properties.
下面有一些图片显示四种不同的级别看起来是什么样的【如果你奇怪我用蜡笔样式渲染图片,这是因为它试图要告诉你,这些仅仅是概念模型,而非最终设计】。
Here is what these four different levels look like. [if you are wondering about my switch to crayons, it's an attempt to convey that these are just conceptual mockups, not final designs].
在这个版本中rsf增加了UVB, uvb与dwr提供的功能类似,它作为渲染模型的扩展,可以重用标签的任何段落。
With this release they have added the UVB which provides similar functionality as DWR as well as extensions to the rendering model so that any section of markup can be reused.
模型不涉及渲染UI或处理请求—那些是视图和控制器的责任。
Models don't deal with rendering UIs or processing requests—those are the responsibilities of views and controllers.
我用相关照片建立了一些简单的渲染汽车灯光模型,灯光并不会设置的太亮。
I modified some simply rendered car lights with reference photographs and made them not too bright as I mentioned before.
这种风格的城市模型渲染图看起来不错,因为在图中我做了大量的线条工作,这样在增加或减少细节的地方,可以让我有更多的选择。
The urban model lends itself well to this style of illustrations because of the amount of line work I have to work with which allows me to be more selective with where I add and remove detail.
今天的部分介绍了该模型的建立,而第2部分接着看动画和渲染。
Today's part covers the creation of the model, whilst part 2 goes on to look at animation and rendering.
我选择的模型的照片与渲染图所呈现的观点几乎完全相同。
The pics I chose of the physical model are almost identical with the rendered views.
好在这些方案用在设计中后,我就会很快地搞定模型,得到我所需要的东西,接下来开始我的渲染。
The good thing was once these decisions were made, I was able to quickly brute force model and get things where I needed them to start setting up the rendering.
咕噜模型渲染一帧大概需要8分钟时间,而树胡模型渲染一帧需要花去大约48小时的时间。
One frame of Gollum would take around eight minutes to render, while one frame of Treebeard could take up to 48 hours to render.
3d模型并不是与我在切除剖面处渲染的平面图。
The 3d model was not in a place where I could cut a section and render the floor plans.
因为模型没有任何的材质和大量的几何面,我可以不用太长的渲染时间而渲染出高分辨率的图。
Because the model didn't have any materials or a ton of geometry, I was able to render at much higher resolutions without extremely long render times.
如果你再次渲染的话,你会发现模型上的照明跟背景环境的光线非常接近。
If you do another render, you will see that the lighting on your model very closely matches the lighting of your background environment.
一些用来映射模型的纹理和渲染也做了一些测试。
Some of the textures used to map the models and also done some test rendering.
以上是整个平民区的模型渲染,下面是贫民区的微型模型。
Above is the rendering of the full-scale Favela model and below is the miniature scale Favela model.
它主要用于将模型导入实时的3d引擎,那里模型会以每秒60次的速度被渲染。
This is used mainly to import models to real-time 3d engines where objects have to be rendered at least 60 times per second.
在绘制时根据不同距离选择不同复杂度的树木模型,加快了渲染的速度。
The LOD technology is used, and selecting the tree models of different complexities according to different distances improves the speed of rendering.
例如,如果有架飞机,要准备两个版本的模型,其中一个飞机包含单个游戏物体带有网格渲染器和飞机物理学的脚本。
For example, if you have an airplane, you would model two versions. One where the plane consists of a single GameObject with Mesh Renderer and scripts for airplane physics.
成立后的第一部分的模型,今天我们去看看,最后才成立动画渲染的场景模式。
After setting up the model in part one, today we go on to look at animating the model before finally setting up the scene for rendering.
接下来的渲染过程比较简单,我将准备好的小细节模型散布到场景中使最终渲染效果看上去更真实。
Next came a very impotent stage in the process in which I prepared models to act as the small and medium details to be spread all around my scene to achieve a realistic look in the final render.
它同样还说明了一点,那就是你能够快速地得到一个非常好的意向,而不需要复杂的模型和渲染的操作。
It also makes the point that you can get decent imagery fast without complicated models or rendering engines.
它同样还说明了一点,那就是你能够快速地得到一个非常好的意向,而不需要复杂的模型和渲染的操作。
It also makes the point that you can get decent imagery fast without complicated models or rendering engines.
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