• 这会产生比较平滑法线贴图

    This generates normal maps that are quite smooth.

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  • 法线贴图压缩ATI2格式

    Normal maps will be compressed into ATI2 format.

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  • 最终得到角色相切空间法线贴图

    Final tangent space normal map for the character.

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  • 法线贴图AO贴图颜色贴图上的。

    Both the normal map and the AO map will be used in creating the color map.

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  • 法线贴图比例缩小一半并且转换RG8格式

    Normal maps will be scaled down by half and converted into RG8 format.

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  • 采用法线贴图代替平面贴图方法,减小模型容量

    Normal line map is taken instead of the 2D map in order to reduce the capacity of model.

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  • ——颜色贴图——法线贴图——粗糙度贴图

    Left - Color map, Middle - Normal map, Right - Roughness map.

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  • 如果了解法线贴图如何应用纹理选择此项

    Select this if you want to see how the normal map will be applied to your texture.

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  • 称为贝尔过滤。这会产生出标准清晰的法线贴图

    Also known as a Sobel filter. this generates normal maps that are sharper than Standard.

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  • 法线贴图使用颜色表述其他方向偏移这使有效

    Normal mapping on the other hand uses colors to indicate directional offsets, making it far more efficient.

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  • 不过技术不是魔术法线贴图并不添加物体的轮廓细节

    However, this technique isn't magic — it can't add detail to the silhouette.

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  • 现在不管灯光是否直接射中物体,法线贴图都看上去很好

    Normal maps now look great whether or not light is hitting them directly.

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  • 因为法线贴图映射到表面上,所以它已经切线空间中了。

    Because the normal map is mapped to the surface, it already lies flat in tangent space.

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  • 我们纹理的时候都手动创建一个法线贴图粗糙度贴图

    For every texture we made, we also manually created a normal map and a roughness map.

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  • 只要我们法线贴图我们容易使用法线计算各个方向光照

    Once we have a normal map, it's easy to use it to calculate lighting from different directions.

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  • 下面一个例子从左到右依次是高分模型低分模型低分模型带有高分法线贴图

    Here's an example of a detailed model, a simple model, and the simple model with a normal map applied.

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  • 法线贴图中的红色通道编码法线左右蓝色通道编码了垂直深度

    The red channel in a normal map encodes the left-right axis of normal blue channel encodes vertical depth.

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  • 现在时候开始培了,有趣的是没有许多法线贴图烘培插件开发出来

    Then it's time to start baking, interestingly there aren't that many normal map baking plugins out there.

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  • 现在应该理解法线贴图如何起作用不过法线贴图如何制作的?

    So now you get the idea of what normal maps do... but how are they made?

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  • 惟一与可物体法线贴图类型,例如被蒙皮绑定骨骼角色

    This is the only type of normal mapping that you can use on deformable objects such as skinned or boned characters.

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  • 例如如果我们一个光源正右方照射,我们可以适用法线贴图中的红色分量

    For example, if we have a light source directly to the right, we can just use the red channel.

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  • 下图演示了将法线贴图附加在低分模型上,这里可以看见各个分量分别为表面添加了那些附加的信息

    Here the normal map is applied to the low-detail model, and you can see how each channel encodes the surface information along each axis.

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  • 使用导入设置可以游戏不同类型应用而被转换一个立方体贴图法线贴图

    Using the Import Settings, it can also be converted to a Cubemap or Normalmap for different types of applications in the game.

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  • 这些视频中如何使优化网格工作做好UV线布局变形法线贴图烘焙

    In these videos, I'll go over how to make optimized meshes that will work well for UV lay out, deformation, and normal map bakes.

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  • 选择此项颜色通道变成一个适合实时映射格式。欲了解更多信息请参阅法线贴图

    Select this to turn the color channels into a format suitable for real-time normal mapping. For more info, see normal Maps.

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  • 考虑生成法线贴图目的甚至无需将几个构成组件合并焊接起来就像它们本身无缝一样

    For normal map generating purposes you don't even have to attach and weld the different sub components together, as long as they fit seamlessly you should be fine.

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  • 一个物体空间法线贴图整个模型的自身朝向检视物体,并据此解算表面每个像素方向

    An object space normal map only looks at the orientation of the entire model it's applied on to calculate the per pixel directions on it's surface.

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  • 上面增加了AO贴图以及一些区域我总会加上法线贴图绿色通道使用阴影增加一个特殊

    On top of this Iadd the AO map and on some areas I'll also add the green channel of the normal map to add an extra layer of shading.

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  • 启用此项转变颜色通道一个适合实时法线贴图格式。欲了解更多信息请参阅法线贴图如下

    Enable this to turn the color channels into a format suitable for real-time normal mapping. For more info, see normal Maps, below.

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  • 启用此项转变颜色通道一个适合实时法线贴图格式。欲了解更多信息请参阅法线贴图如下

    Enable this to turn the color channels into a format suitable for real-time normal mapping. For more info, see normal Maps, below.

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