Hard shadows with distance of 20 and no cascades.
20单位和无级联的硬阴影。
Rocks are strewn around a 41)dormant volcano, with the sun forming hard shadows.
休眠火山周围到处都是岩石。在这里,连地上的影子也是有棱有角的。
Using shadows can be as simple as choosing Hard shadows or Soft shadows on a Light.
使用阴影可以简单的在灯光上选择硬阴影或软阴影。
In the images below we'll use Hard shadows because shadow pixels are better visible there.
在下面的图中,我们将使用硬阴影,因为阴影像素更好看见。
You can also see that I did two shadow styles, one with soft shadows and one with hard shadows.
你也看到了,我制作了两个阴影样式,一个带有柔和阴影,另一个带有强烈阴影。
Using the same light setup, if we switch Shadow Type to Hard Shadows, then the transition from lit to shadowed regions is "hard" - either something is 100% in shadow, or 100% lit.
使用同样的灯光设置,我们切换阴影类型为硬阴影,这时阴影边缘很硬,没有过渡效果。
If no cascaded shadow maps were used, the entire shadow distance (still 50 units in our case) must be covered by the shadow texture uniformly. Hard shadows would look like this with no cascades.
如果不使用级联阴影,整个阴影距离(仍然是50单位)内,阴影纹理均匀的覆盖。没有级联,硬阴影看起来像这样。
The sunlight is white and blinding, throwing hard-edged shadows on the ground.
阳光亮白刺眼,在地上投下轮廓分明的影子。
It was hard to make out through the nighttime shadows, but there was a strange box in the middle of the floor, like a little wooden cage.
很难看清夜里黑沉沉的房间,不过在中央有一个古怪的箱子,像是一个小小的木笼。
In this example the intensity and blur of shadows will be achieved in post production so I've used ray traced shadows to give me perfect black shadows with a hard outline.
在这个示例中阴影的强度和模糊度将在后期处理中完成,所以我是用光线跟踪类型的阴影来产生完美的黑色硬边阴影。
In the WILDS OF NORTH AMERICA a mystical ape-like creature hides in the shadows. Standing over seven feet tall and having an immense, muscled body, it should be hard to stay concealed.
一种神秘的猿形生物藏匿在北美荒原的阴暗处,它身高超过7英尺,体形庞大、肌肉发达,按理说应该很难长期深藏不露。
General direction of the hair created by smearing highlights into shadows with the smudge tool (hard 3 pixel brush on 80% pressure).
应用模糊工具,在阴影中制造拖尾高光,大体的创作出头发的方向。(硬笔刷在3象素80%压力模式下)。
No, Hard or Soft shadows that will be cast by this light.
硬或软的阴影,将是由灯光所投射的。
Note how broader and narrower light sources are termed "soft" and "hard, " respectively, because of how they render the edges of shadows and highlights.
请注意如何更宽广、更狭窄的光源被称为“软”、“硬”,因为他们如何分别渲染的边缘的阴影和高光。
That way, any shadows cast by the fill light won't be visible from the camera's perspective, so it won't matter if these appear hard (due to a small source).
这样,任何以填充光投射出的阴影不可以从相机的视角,所以它不会事如果这些出现硬(由于一个小来源)。
Then you can start to divide the light from the shadows, hitting the core shadow outline hard making a distinct value difference between light and shadow.
然后您可以开始分从阴影,光打努力使光与影的不同值差异的核心阴影轮廓。
Then you can start to divide the light from the shadows, hitting the core shadow outline hard making a distinct value difference between light and shadow.
然后您可以开始分从阴影,光打努力使光与影的不同值差异的核心阴影轮廓。
应用推荐