首先,我需要设置材质尺寸和需要的通道。
First I need to set my material texture size and the channels needed.
在Alternativa3D中给表面设置材质,需要对面进行设置。
In Alternativa3D you set materials to surfaces, which are the sets of faces.
您可为各材质属性设置颜色。
下面这张图片显示了金属铠甲材质的设置。
The image below shows the Settings of metal armour material.
对于盔甲,我使用了相同的材质设置,但是改变了贴图。
For the armor I used the same material setup but changing the map.
因为我们准备好了有基本材质的场景,现在可以开始灯光和渲染设置,这总是工作中最棒的一部分。
Since we have the scene ready with basic materials we can now start working with lighting and render setup, which is always the best part of work.
因此我在设置道路材质的时候需要格外小心。
下图是基础材质设置和渲染。
设置于屋面上的虹吸式雨水斗,其接触片材质应和屋面防水相对应。
Set up on the roof Siphon rain bucket, the contact piece of roofing material should be and the corresponding material.
这是最后的设置和木材质的最终效果。
And this is the end setup and final result of our wooden material.
效果很明显,但是在我看来,重要的细节会给整个场景增加进深。这便是场地的最终材质设置。
The result is barely visible in the end, but in my opinion, an important detail, giving the scene depth. Here's the final terrain material.
当你为反射贴图通道添加了光线追踪贴图后,你会发现材质编辑器显示出新的设置。
After you have insert RAYTRACE in the reflection map you will see that the material editor is showing new Settings.
发光板材质上我加了一个着色器,设置如下。
In luminous panel material I added a shader with the following Settings.
设置于天沟内的虹吸式雨水斗应带连接片,连接片材质应根据天沟材质确定。
Set in the days of trench fighting rain syphonic tablets should be connected with connecting material film material should be determined in accordance with Gutter.
因此我们必须给房子建立表面并设置他们的材质。
So we have to create surfaces for our house and set them materials.
我们房子的几何表现已经准备完毕,还要必须设置房子不同部分的材质以便显示在屏幕上。
So, our house geometrical representation is ready. We have to set materials to different parts of the house in order to get it on screen.
课程6:我们在上星期设置了所有的材质贴图。
Class 6: we set up all the textures with the shader we set up last week.
也就是说,这种纹理的使用效果不是取决于材质,而是取决于渲染设置。 详情请参考渲染脚本文件。
That is, the texture to use can be not in the material, but taken from the settings of the Renderer instead, see Renderer scripting documentation.
来点基本的灯光而不是我们的默认的两个灯的设置对于在调整材质的时候是很有帮助的。
It's very helpful to have some basic lighting set up while tweaking materials as opposed to using the standard Max 2-light setup.
你也可以看看最终的材质和设置。
You can also check out the final material and the setting we used.
这个函数设置了展现状态变量来控制如光源、阴影和材质等。
The function call to SetRenderState sets up the rendering state variables within RM to control the lighting, shading and texturing otions.
你可以将你最喜爱的材质设置为快速材质。
设置表面材质。我们使用线性材质来保持它的简单性。
Set surface materials. We use wire materials to keep it simple.
根据切割厚度和材质设置适合的加工参数,以利于提高加工效率和表面质量。
Set up appropriate processing parameters in accordance with cutting thickness and material to be propitious to improve processing efficiency and surface quality.
VRMap引擎中支持的max材质属性如下表,非红色部分为不能设置属性。
Max materials supported by the VRMap engine are shown below. Attributes other than those indicated with red lines can not be set.
结果有四个节点的材质网络显示机构是如何设置的。
The resulting 4-node shading network shows how the mechanism is set up.
材质的参数设置在这里。
看来许多人对掌握Maxwell的材质设置有问题。设置应该如何进行以及它们和以往3d材质的关系是什么样的。
Many people seem to have trouble grasping the Maxwell material setup, what the Settings are supposed to do and how they relate to traditional 3d naming conventions.
所述盒体上设置有至少一个用于放置首饰的凹槽,所述盒盖上与所述凹槽相对应的部分由透明材质构成。
The box body is provided with at least one groove for placing jewelry, and the part of the box cover corresponding to the groove is made of transparent material.
所述盒体上设置有至少一个用于放置首饰的凹槽,所述盒盖上与所述凹槽相对应的部分由透明材质构成。
The box body is provided with at least one groove for placing jewelry, and the part of the box cover corresponding to the groove is made of transparent material.
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