I wrote usually because right now you can use textures in all shaders: vertex, geometry, tesselation.
通常我写了因为现在可以使用纹理在所有着色器:顶点几何、多边形密度。
With blending, you can also use multiple textures on top of each other to achieve additional effects.
通过混色,您也可以在各纹理上使用多重纹理,从而获得更丰富的效果。
Use board books with bright colors, simple backgrounds, and textures.
用那些用明亮的颜色,简单的背景,纹理清晰的书籍。
For example, an edge might be a contrast between values (the difference between light and dark), colors, textures, or even rhythms (repetition of imagery), without the use of line at all.
例如,边可能是属性值(明暗差异)、颜色、纹理乃至规律(图像反复)的对比,完全与线无关。
The best way to play it up is to use strong shapes, composition, and light angles that compliment the textures in the scene.
最好的方法是使用强烈的形状、构图以及光线角度来衬托场景中的纹理。
You can see the use of textures in Listing 10.
清单10 展示了纹理的使用。
One critic praised Jeff Beck's playing for his "fierce attack and fat tone" and his ability to use the electric guitar to create textures as well as notes.
一位评论家称赞杰夫·贝克演奏的“尖锐的击打声和厚重的旋律”,以及使用电子吉他创作体裁和曲调的才能。
Use combines or pixel shaders to mix several textures per fragment instead of multi-pass approach.
使用合并器或像素着色器,混合每帧的多个纹理,而不是用多通道方法。
Use pixel shaders or texture combines to mix several textures instead of a multi-pass approach.
使用像素着色器或纹理合并来混合几个纹理,而不是多通道逼近。
Now is a good time to introduce different textures and sizes of toys that she can use by herself.
现在是一个很好的时间,引入不同的材质和大小的玩具,她可以使用自己。
If you have seen any of my project pages, they use very bold colors and textures.
如果你看过我的项目页面,就会发现它们都使用了非常醒目的颜色和纹理。
So you can use multiple textures with one UV Mapping.
所以你可以使用具有相同uv映射的多个纹理。
Reduce the size of your content. Use PVRTC compression for textures and use low poly models. See the manual page about reducing file size for more information.
减少内容大小。使用PVRTC压缩纹理并使用更低多边形模型。参见有关减少文件大小的手册页面了解更多信息。
Use some paper textures. Set it to Linear Burn mode.
添加纹理纸,调整好大小,图层模式为线性加深。
Choose to use less textures per fragment.
每个片段使用较少的纹理。
You'll learn how to create realistic textures and use halftones to maintain the details in your work.
您将学习如何创建逼真的纹理,并使用半色调来保持工作中的细节。
There are over 50 textures on the disk, and you can use them for whatever you desire.
有超过50个磁盘上的纹理,你可以使用任何你希望他们。
By following along and creating the textures for these two areas you will learn how to use the Paint Through Tool, adjustment layers as well as various masking techniques.
沿着以下,并创造了纹理这两方面,您将学习如何使用画图工具通过,调整图层以及各种屏蔽技术。
Therefore, putting extra work to combine textures into single atlas and making number of objects to use the same material will always pay off.
因此,把额外的工作放在合并纹理成单一的图集的和让物体使用相同的材质,总会有回报的。
When painting the figure I normally use the standard brushes and save my custom brushes for textures and for backgrounds.
当绘制角色时,我一般使用标准笔刷,绘制纹理和背景时使用保存的自定义笔刷。
As a mask we use the scratch textures we painted before.
遮罩我们是用的我们绘制的划痕的材质。
This is a really fast way to create procedural textures to use in your scenes.
这确实是一个快速的方法创建场景中程序上的材质。
Compressed textures use only a fraction of the memory bandwidth needed for uncompressed 32bit RGBA textures.
压缩纹理仅使用未压缩32位的RG BA纹理所需的内存带宽的一小部分。
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.
你也将使用2D纹理与照相机闪光灯创建自己的动画的人群,看看你可以轻核渲染自己的CG。
Compressed textures use only a fraction of the memory bandwidth needed for uncompressed 32bit RGBA textures.
压缩纹理占用的存储带宽只有未压缩的32位RG BA纹理的一小部分。
Choose to use less textures per fragment.
每段使用较少的纹理。
Compressed textures use only a fraction of the memory bandwidth needed for uncompressed 32bit RGBA textures.
压缩后的纹理所占用的内存带宽只相当于未压缩的32位RG ba纹理的一小部分。
Use texture efficiently, keep number of textures down to one on most shapes.
有效使用贴图,大多数模型的贴图保持数量为一个。
Movie Textures are not supported; use a full-screen streaming playback instead. Please see the Movie playback page for more information.
影片纹理不支持;使用全屏流播放替代。请参见影片播放页面了解更多信息。
Movie Textures are not supported; use a full-screen streaming playback instead. Please see the Movie playback page for more information.
影片纹理不支持;使用全屏流播放替代。请参见影片播放页面了解更多信息。
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