• 如何纹理渲染图像中?

    How to get rendered image into a texture?

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  • 光线纹理渲染完成了

    Lighting and texturing was done.

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  • 然后这个映射玻璃最大玻璃使纹理渲染这个面具的面具。

    Then I mapped this onto glass in max and made a render mask of this texture on glass.

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  • 一个纹理渲染大于原先尺寸渲染屏幕上去,我们它被放大了。

    When a texture is rendered to the screen at a larger size than it was created we say is has been magnified.

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  • 尤其是运用最新渲染纹理贴图光线追踪光能传递技术可以使一个物体像是大理石或者橡胶或者凡是所想到的物体所制成的。

    Especially with the latest techniques in rendering, texture mapping, ray tracing and radiosity, you can make an object look just like it's made of marble or rubber or whatever you wish.

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  • 实际情况要要比这复杂一些因为缓冲现在OpenGL纹理,也可以OpenGL图形渲染结果纹理,或者是其他纹理混合在一起的结果。

    It's a little bit more complicated than that, because this buffer is now an OpenGL texture and can be the result of rendering OpenGL graphics to the texture or compositing other textures together.

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  • 设计者利用复古色调微细的斜线纹理渲染了非常漂亮的星际空间。

    The planets are rendered beautifully with a vintage color vibe and a subtle texture provided by diagonal lines.

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  • 这个伟大的加入使我们能够迅速看到我们纹理看起来一旦渲染

    This great new addition allows us to qUIckly see how our textures will look once rendered.

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  • 深度纹理对应Z缓冲区渲染内容并不使用片段程序所输出结果

    Depth texture corresponds to Z buffer contents that are rendered, it does not use the result from the fragment program.

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  • 两个渲染纹理应用一对平行的方形平板上。

    The two render textures are applied to side by side square planes.

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  • 我们不同尺寸板条箱的位置放到最大平面图渲染一种路径,作为纹理应用虚幻引擎中,帮助有针对性地放置板条箱。

    We placed the location of the different sized craters in Max, rendered a channel in plan and used this as a texture in Unreal Engine to help us place the craters in a purposeful way.

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  • 为了它们正常工作显卡必须支持深度缓存(INTZ格式)浮点型的渲染纹理

    Graphics card must support either native depth buffer (INTZ format) or floating point render textures in order for them to work.

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  • 渲染纹理时,片段程序必须能够输出需要数值

    When rendering into the depth texture, fragment program must output the value needed.

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  • 纹理模式-尽可能尝试绘制一切内容。注意如果场景没有布置灯光渲染结果仍然为黑色

    Textured - Attempts to draw everything as completely as possible. Note that if you have no lighting in your scene, everything will remain black.

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  • 使用2D纹理照相机闪光灯创建自己动画人群看看可以渲染自己的CG

    You will also use 2D textures to create your own animated crowd with camera flashes, and see how you can light and render your own CG in NUKE.

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  • 动画师能够掌握无数建模渲染纹理MK最好最聪明作者建议程序

    Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors.

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  • 基本渲染结果被屏幕内容满的Z缓冲带有法线高光强度的渲染纹理

    Result of the base pass is Z buffer filled with scene contents and Render Texture with normals & specular power.

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  • 基础渲染非常不合逻辑但是只是采用柔和阴影一些基本纹理进行渲染

    The base rendering was pretty brutal. However, I was just looking for a rendering with soft shadows and some basic texture information.

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  • 我们采取循序渐进的方式通过这个过程从没有用modo渲染集成我们纹理进行一些开发结束我们的项目

    We'll take a step-by-step approach through the process, starting with nothing and ending our project by using the MODO renderer integration to perform some look dev on our textures.

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  • 如果Z缓冲不能纹理方式访问那么深度额外的渲染处理中被使用着色器替代技术渲染

    If Z buffer can't be accessed as a texture, then depth is rendered in additional rendering pass, using shader replacement.

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  • 最终渲染阶段产生最后渲染后的图像到这一步所有对象都将被再次渲染其中着色器将混合前一步生成的光源纹理以及所有自发照明

    Final pass produces final rendered image. Here all objects are rendered again; with shaders that fetch the lighting, combine it with textures and add any emissive lighting.

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  • 最后通过渲染加以纹理贴图生成最终的发型

    Ultimate hair style is formed after rendering and texture mapping.

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  • 另外一个办法多遍渲染使用模板缓存算法控制场景那些部分投影纹理更新。

    Another way is to use the stencil buffer in a multipass algorithm to control what parts of the scene are updated by a projected texture.

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  • 一些用来映射模型纹理渲染做了一些测试

    Some of the textures used to map the models and also done some test rendering.

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  • 真的很享受在建这个场景纹理贴图渲染的过程。

    I really enjoy when I doing this scene, texturing and rendering.

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  • 使用压缩纹理减少纹理大小(结果更快加载速度更小内存占用)并且大幅提高渲染性能

    Using Compressed textures will decrease the size of your textures (resulting in faster load times and smaller memory footprint) and can also dramatically increase rendering performance.

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  • 这个选项没有深度纹理可用计算深度纹理非常昂贵使用(比如渲染中,使用大量物体模型)。

    This option can be used when no depth textures are available or they are too expensive to calculate (eg, in forward rendering with a large number of objects).

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  • 不管是处在阴影还是亮部纹理基本上都是以相同方式渲染

    The texture is rendered essentially the same way in the shadow as it is in the light, but in a reduced value or tone.

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  • 不管是处在阴影还是亮部纹理基本上都是以相同方式渲染

    The texture is rendered essentially the same way in the shadow as it is in the light, but in a reduced value or tone.

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