Using different render pass and high definition images I have retouched the buildings, the ground and the bridge.
使用不同的渲染和高清晰度的图像,我润饰了建筑物,地面和桥梁。
You may have been wondering why I reminded you to keep a copy of one frame from each render pass, locally on your machine.
你可能不知道为什么我为每段渲染拷贝出一帧作为代理帧,在你的电脑上,这将在合成操作中节省我们很多时间和空间。
We're then able to begin to build up our scene states for render pass creation and take our final render passes into comp.
然后,我们可以开始建立渲染通道创建的场景状态,并将最终的渲染传递到comp。
This surface is then positioned in the center of the screen no matter what the resolution, and the renderFocus function is designated to be called during each render pass.
无论分辨率是多少,此平面都会被定位到屏幕中心,并且将renderFocus函数指定为在每次呈现时调用。
For each unique building address, pass all listings with that address into a template to process and, in this case, render one element per apartment within the placemark.
对于每个惟一的楼房地址,将所有的地址列表传递给模板进行处理。
Passes - it is often recommended to test how your hair looks when more than one pass is used. The higher the parameter, the softer the hair will render.
当你使用超过一束的时候,推荐你先测试一下,看看你的头发会是什么样。属性越高,头发渲染出来会越软。
The last thing we do is to pass the Grid the data store and column model (lines 22-25), render the grid, then load in the data from our data store.
最后我们要做的是向网格传送数据存储和栏目模型(第22-25行),执行网格,然后在数据表单中加载数据存储。
Result of the base pass is Z buffer filled with scene contents and Render Texture with normals & specular power.
基本渲染的结果是被屏幕内容填满的Z缓冲和带有法线和高光强度的渲染纹理。
This article presents a two-pass algorithm to render the scene including participating media, and this algorithm is an expansion of the rendering to solid objects with photon mapping.
本文依据光子映射对实体物体的渲染,将其扩展到对包含参与介质的场景的渲染,为此提出了一个两路的渲染算法。
Tone mapping is performed in two places within the code: once in Render as part of the final shader pass to compose the glare textures onto the scene, and once as part of the bright-pass filter.
色调映射执行两处代码;一处是在渲染中作为最终着色器的一部分传给合成的耀光纹理到场景中,一处是作为光亮过滤器的一部分。
Tone mapping is performed in two places within the code: once in Render as part of the final shader pass to compose the glare textures onto the scene, and once as part of the bright-pass filter.
色调映射执行两处代码;一处是在渲染中作为最终着色器的一部分传给合成的耀光纹理到场景中,一处是作为光亮过滤器的一部分。
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