• 首先需要设置材质尺寸需要通道

    First I need to set my material texture size and the channels needed.

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  • 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.

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  • 材质属性设置颜色

    You can set a color for each material attribute.

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  • 下面张图片显示金属铠甲材质设置

    The image below shows the Settings of metal armour material.

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  • 对于盔甲使用相同材质设置但是改变贴图

    For the armor I used the same material setup but changing the map.

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  • 因为我们准备好了基本材质场景现在可以开始灯光渲染设置总是工作最棒一部分

    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.

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  • 因此设置道路材质时候需要格外小心。

    I was very careful when setting up the road material.

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  • 下图基础材质设置渲染

    Here is base material setup and render.

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  • 设置屋面上的虹吸式雨水接触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.

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  • 最后设置最终效果

    And this is the end setup and final result of our wooden material.

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  • 效果明显但是看来重要细节会给整个场景增加进深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.

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  • 反射贴图通道添加光线追踪贴图后,你发现材质编辑显示出新的设置

    After you have insert RAYTRACE in the reflection map you will see that the material editor is showing new Settings.

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  • 光板材质加了一个着色器,设置如下

    In luminous panel material I added a shader with the following Settings.

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  • 设置天沟虹吸式雨水连接连接材质根据天沟材质确定

    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.

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  • 因此我们必须房子建立表面设置他们材质

    So we have to create surfaces for our house and set them materials.

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  • 我们房子几何表现已经准备完毕,还要必须设置房子不同部分材质以便显示屏幕上。

    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.

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  • 课程6我们上星期设置所有材质贴图

    Class 6: we set up all the textures with the shader we set up last week.

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  • 就是说这种纹理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.

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  • 基本灯光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.

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  • 可以看看最终材质设置

    You can also check out the final material and the setting we used.

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  • 这个函数设置展现状态变量控制光源阴影材质等。

    The function call to SetRenderState sets up the rendering state variables within RM to control the lighting, shading and texturing otions.

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  • 可以最喜爱材质设置快速材质

    You can set your favorite materials as quick materials.

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  • 设置表面材质我们使用线性材质保持简单性

    Set surface materials. We use wire materials to keep it simple.

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  • 根据切割厚度材质设置适合的加工参数以利于提高加工效率表面质量

    Set up appropriate processing parameters in accordance with cutting thickness and material to be propitious to improve processing efficiency and surface quality.

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  • VRMap引擎支持max材质属性如下表,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.

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  • 结果有四个节点材质网络显示机构如何设置

    The resulting 4-node shading network shows how the mechanism is set up.

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  • 材质参数设置在这里

    Here's the material setting.

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  • 看来许多掌握Maxwell材质设置问题设置应该如何进行以及它们以往3d材质关系什么样的。

    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.

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  • 所述设置至少一个用于放置首饰凹槽,所述盒盖所述凹槽相对应部分透明材质构成

    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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  • 所述设置至少一个用于放置首饰凹槽,所述盒盖所述凹槽相对应部分透明材质构成

    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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