卡洛尔博士和他的同事们发现设置这些圆点布局的基因模组同样也是在许多种类的苍蝇中设计翅膀纹理和感知器官的模组。
Dr. Carroll and his colleagues discovered that the module of genes that sets the location of the spots is the same module that lays out the veins and sensory organs in the wings of many fly species.
在这里你可以实验纹理的设置并比较结果。
You can experiment with the texture Settings in this example and compare the results.
所得到的Texture2D对象随后被设置为立方体外观的纹理。
The resulting Texture2D object is then set as the texture for the cube appearance.
选择这个,根据纹理的用途设置基本参数。
Select this to set basic parameters depending on the purpose of your texture.
首先,让我们将经过变换处理的平面顶点放入到裁剪空间里,然后设置其的纹理坐标。
First, let's start off by just transforming the plane vertices into clip space and setting their texture co-ordinates.
通常这是适用于所有纹理的最常用设置。
This is the most common setting used for all the textures in general.
此设置将设定最大解析度用于纹理在模拟器。
This setting will set the maximum resolution used for the texture in the simulator.
设置在V轴上的纹理平铺。
设置在U轴上的纹理平铺。
把颜色设为白色时或许能恢复纹理的能见度,不过最好直接去掉要色的设置。
Setting the color to white may restore the visibility of the texture, but it is better to simply clear the current color Settings.
你的电脑似乎是从视频内存。把游戏的图形设置(阴影,纹理,图形质量,等)通过游戏设置菜单。
Your computer appears to be out of video memory. Turn down the game's graphics settings (shadows, textures, graphics quality, etc. ) via the in-game Settings menu.
你可以设置转换为任何纹理你当前设置(通常纹理指数0)。
You can set transformations for any texture you have currently set (usually texture index 0).
设置唯一纹理单元来保存数据。
地面材料非常简单,一个无缝拼贴的纹理,在反射/光泽度调节栏中设置好灰度,再利用位移增加细节。
The ground material itself is pretty straight forward, a tileable texture and suitable greyscale used within the reflect/glossiness slots and also for displacement of the finer detail.
通过设置纹理图层的混合模式的“叠加”,就能将颜色和纹理与白模合并在一起。
By setting the texture layers to "Multiply" in the layer blend mode dropdown, I was able to merge the colors and textures with the shading of the clay model base.
如果你已设置了纹理类型为高级,则纹理格式会有不同的值。
If you have set the Texture Type to Advanced then the Texture Format has different values.
该场景中大多数的纹理使用最基础的设置,但是对于一些面我试图增加一些细节。
Most of the texturing in this scene use pretty basic setups but there were a few surfaces that I tried to make with some added detailing.
另外,我设置了纹理坐标。
该项目展示了如何创建,纹理和轻动画折叠纸盒在白色的环境设置。
The project shows how to create, texture and light an animated folding carton set in a white environment.
您可以通过设置过滤类型来控制纹理在放大或是缩小时如何显示。
You can control how the texture looks when it is magnified or minified by setting its filter type.
最后,一个正交的相机放置在两个衬着纹理平板的中心,设置用来剔除除了立体层外的所有层。
Finally an orthographic camera is positioned centered on the two render texture planes. It is set to cull all layers except the stereo layer.
顶部包含几个设置,底部包含了纹理导入器和纹理预览。
The top section contains a few settings, and the bottom part contains the Texture Importer and the texture preview.
把纹理的重复设置成夹断gl_clamp,然后把纹理的边界颜色设置成白色。
Set the GL_MODULATE texture environment, set the texture repeat mode to GL_CLAMP, and set the texture border color to white.
也就是说,这种纹理的使用效果不是取决于材质,而是取决于渲染设置。 详情请参考渲染脚本文件。
That is, the texture to use can be not in the material, but taken from the settings of the Renderer instead, see Renderer scripting documentation.
层类型设置为叠加。选择一款现成笔刷,模仿大理石纹理将图片覆盖,并剪切掉眼睛所在的部分,如下。
Change the layer's type on Multiply. Take a ready brush now, imitating the marble veins and cover the entire picture with it. Cut the eye's orifice.
这个视频将包括纹理烘焙,立体设置,相机映射和投影人。
This video will cover Texture Baking, Stereoscopic setups, Camera Mapping and Projection Man.
设置环绕模式,该模式用于决定如何将纹理平铺到一个形状上或平铺到形状的边界上。
Sets the wrap mode that is used to decide how to tile a texture across a shape, or at shape boundaries.
在本教程的第二部分,我告诉你如何为场景的渲染准备设置灯光和纹理。
In part two of this tutorial, I show you how to set up the textures and the lights in this scene to prepare it for render.
用于设置碎片图案的动画,使用时将动画打开并且动画时间值。当动画打开时碎片纹理计算时会耗时很久。动画默认时是关闭的。
Animate the fractal pattern by setting Animated on and animating the Time value. The fractal texture takes longer to calculate when Animated is on. Animated is off by default.
用于设置碎片图案的动画,使用时将动画打开并且动画时间值。当动画打开时碎片纹理计算时会耗时很久。动画默认时是关闭的。
Animate the fractal pattern by setting Animated on and animating the Time value. The fractal texture takes longer to calculate when Animated is on. Animated is off by default.
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