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。
In this case, it passes an anonymous object that contains values for the name of the child view to render for that section.
在这种情况下,它传递一个包含在这部分呈现的子视图的名称值的匿名对象。
The OrderDetails portlet then fetches the tracking ID of the order from the order details, and passes the details to the TrackingDetails portlet as a render parameter.
然后OrderDetailsportlet会从顺序细节信息那里获取顺序的追踪id,并将细节信息作为赋值变量传递给TrackingDetails portlet。
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。
It retrieves a list of product categories from a database, and then passes them off to a view file to render an appropriate HTML response back to the browser.
它从数据库返回一列商品目录,然后将他们传到一个视图文件,并在浏览器上以合适的HTML呈现出来。
I've split the render of the long shadow into two passes, one for the vertical objects such as the cup and the CPU, and one for the horizontal objects such as the desk.
我把长阴影的渲染分成两步,一是对于垂直的物体例如、杯子和主机,另一个是为水平物体例如桌面。
After the scene is completed you will render it out into different passes and then composite them back together inside of After Effects.
完成后你会现场呈现出来,然后传递到不同的复合他们重新走到一起后内部的影响。
We also look at how to post process renders for stills and animations, work with render layers and passes in compositing, color correction, motion blur and luminance depth.
我们还如何在合成后,颜色校正剧照和动画,渲染层与工作呈现和传递过程看,运动模糊和亮度的深度。
The image was basically done with the hit of the render button but rendering many different passes allowed me some more fine tuning which was necessary mostly for high res details.
要对图像进行渲染,只要简单的单击一下渲染按钮就好了,但是将其分成许多不同的层渲染,可以让我有更好的调整,这对于高分辨率图像的细节尤其重要。
Generally, the number of passes that must be made to render the combined object is the sum of the number of passes for each of the separate objects, and so nothing is gained by combining.
一般情况下,要渲染合并物体的通道数是每个单独物体的通道数之和,所以通过合并没有得到好处。
Generally, the number of passes that must be made to render the combined object is the sum of the number of passes for each of the separate objects, and so nothing is gained by combining.
一般情况下,要渲染合并物体的通道数是每个单独物体的通道数之和,所以通过合并没有得到好处。
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