从相机到开始渲染和停止渲染之间的距离。
现在可以开始渲染了!
在我开始渲染前,我在PS中制作了渲染草图,创建了几帧最后的效果图。
I made draft renderings and created the final look of a couple frames in PS before I started rendering whole sequences.
在我们开始渲染之前,让我们思考一下符合我们暮色环境要求的合理的太阳方向。
Before we start rendering, let's firstly think about a reasonable sun direction that would fit our needs for twilight.
自从我们开始渲染一张真实的32位图像的时候,我们有了大量的自由时间可以去做很多事情。
Since we rendered to a true 32bit image, we have great freedom for possibilities.
这个HTML开始文件就是用来渲染Widget的文件。
图形渲染引擎也提升了web的速度,现在硬件加速也开始出现。
Graphic rendering engines has also sped up the web, and now hardware acceleration is starting to happen. Have a look at the speed bump provided by hardware accelerated-canvas.
将此图像复制到现有图像中后,通过使用一条简单的指定为从图像的中心(所有分区半径相交的位置)开始的填充命令,径向分区半径将被渲染成白色。
After copying this onto the existing image, the radial divisor arms are colored white with a simple fill command specified to begin at the center of the image, where all of the divisor arms meet.
媒体开始大肆渲染这些故事。
这种大肆渲染的广告逐渐使人感到厌倦,人们开始寻找更多的关于产品的信息,好让他们感受竞争的刀锋相对。
The hype machine is going full bore and people are searching for more information about products that can give them a competitive edge.
现在我们可以开始来查看样例代码了,它包含了前面介绍的初始化工作,以及处理单个像素、填充矩形和渲染文本的函数。
At this point you can take a look at the sample code which includes the initialization I described earlier, as well as functions to plot single pixels, draw filled rectangles, and render text.
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.
从最开始,如何提高虚拟现实系统的渲染速度就一直是计算机图形学中研究的焦点问题。
From the beginning, it has been the hottest study focus in Computer Graphics about how to improve the rendering speed.
在开始对场景设置灯光和渲染之前,我们应该稍微介绍一下关于实际生活中场景的明暗关系和色彩空间范围方面的技术性知识。
Before we start lighting and rendering the scene, we should have a little introduction to the actual shading of the scene and about a few of the technical aspects of things such as color Spaces.
这里有一个构建眼睛的小技巧。不要让瞳孔开始的地方做成硬边,因为这将在赋予材质后进行渲染时得到糟糕的结果。
Here is a little tip for modeling eyes. Never make hard edge where the eye iris begins, because this will give you bad shading later, when rendering.
最简单的开始的方式是内置表单的渲染。我们将以一个示例进行解释。
Build-in form rendering is the simplest to get started with. We'll explain it with an example.
为什么不帮助他们恢复记忆,开始另一阶段的渲染更加热情?
Why not help them revive the memories, and begin another phase of romancing with greater passion?
最后的项目将以一个故事板作为开始,逐渐形成一个动画草稿并最终成为一个完整的包含音乐和渲染帧的动画。
The final project will begin as a storyboard, morph into an animatic and gradually become a complete animation with fully rendered frames and audio.
紧接着天空之后,我开始导入背景元素,其中包含了周边的建筑环境和那些没有被建模或者渲染的景观。
Along with the sky, I bring in the background elements which includes the surrounding site buildings and landscape not modeled or rendered.
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.
说实话有很多渲染引擎的改进已汇入了这个整合,很难知道从哪里开始说!
To be honest there have been many render engine improvements that have gone into this particular integration, it is hard to know where to start!
渲染完成后,我开始进入后期制作阶段。
当渲染中石子淡出,青草开始长出的时候,渲染效果确实不错。
It gives me a nice effect when the stones fade out and the grass starts growing.
接下来,我们将了解我们如何开始指定哪些被渲染,以及什么质量它呈现出来的。每一个事物呈现艺术家需要知道。
Next we'll learn how we can begin to specify what gets rendered and at what quality it renders out at. Things every rendering artist needs to know.
相机选好后,我们开始设计我们的方案。这里是我们第一次的渲染图。
Once the camera′s been chosen, we design our proposal. Here you can see our first sketch.
我们将开始这一玛雅,当然,我们将学习如何设置渲染的准备过程中基于图像的照明环境。
We will begin this course in Maya, where we will learn how to set up an image-based lighting environment in preparation for rendering.
这一步是整个过程重要的阶段,渲染开始成型了,也有了生机。
And here we are, one of the main phases in our process and where things really start to take shape and come to life.
对于这张室内渲染,我以确定打光的位置和打光的方式作为开始步骤。
For this interior shot, I started the process by identifying where and how I wanted to light the space.
后期处理以一个原始渲染开始。
后期处理以一个原始渲染开始。
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