• 粘土渲染的是基本阴影渲染可以易于阅读所有网格细节

    A "Clay render" refers to a basic shaded render where it's easy to read all the details in your meshes.

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  • 现在如果我们场景环境背景设置白色渲染发现你只得到了小车物体下的阴影

    Now if we set the environment background to white and render out a shot you'll see you only get the object and the shadows it casts.

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  • 使用延迟光照光影投射仍然需要每个阴影投射渲染一次或者多次。

    In Deferred Lighting, shadow casters still need to be rendered once or more for each shadow-casting light.

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  • 最后正向渲染路径只有亮的平行可以投射阴影

    Finally, in Forward rendering path, only the brightest directional light can cast shadows.

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  • 因为这个原因将周边建筑渲染成灰色这样可以允许在图上进行叠加操作,但是保留渲染底图亮度阴影

    For that reason, I rendered the context gray allowing me to overlay the photography but still maintain the light and shadow of the base rendering.

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  • 如果多个阴影射灯,你需要使用延迟光照渲染路径

    If you want to have many shadow casting lights, you need to use Deferred Lighting rendering path.

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  • 教程中我们了解详细的产品建模技术以及有效照明阴影渲染

    In this tutorial we will learn about detailed product modeling techniques, as well as effective lighting, shading, and rendering.

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  • 现在整个场景渲染阴影

    So now we want to render out out shadows for the whole sequence.

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  • 通常使用聚光灯,配合阴影贴图渲染头发

    Usually using spotlights with shadow maps are ideal for hairs.

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  • 阴影渲染分成对于垂直物体例如杯子主机,另一个是为水平物体例如桌面。

    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.

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  • 正向渲染路径支持一个平行阴影投射灯。顶点光照渲染路径不支持实时阴影

    Forward rendering path supports only one directional shadow casting light. Vertex Lit rendering path does not support realtime shadows.

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  • 不能采用延迟光照技术的带阴影物体延迟光照渲染使用前向渲染路径处理

    Objects with shades that can't handle Deferred Lighting are rendered after this process is done, using RenderTech-ForwardRendering path.

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  • 基础渲染非常不合逻辑但是只是采用柔和阴影一些基本纹理进行渲染

    The base rendering was pretty brutal. However, I was just looking for a rendering with soft shadows and some basic texture information.

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  • 首先渲染自身具有阴影属性接收阴影投射阴影其他物体(这两者默认的)。

    First, the Renderer has to have Receive shadows on to have shadows on itself; and cast shadows on to cast shadows on other objects (both are on by default).

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  • 如果一个带有阴影光源生效这个处理过程中会被好的渲染

    If a light has shadows enabled, they are rendered and applies in this pass as well.

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  • 不能采用延迟光照技术的阴影物体延迟光照渲染使用前向渲染路径处理

    Objects with shades that can't handle Deferred Lighting are rendered after this process is done, using path.

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  • 注意阴影并不免费阴影投射器需要开销来渲染,同时一个更加复杂光线着色器需要应用

    Note that shadows are not "free"; shadow casters need to be rendered and a more complex light shader needs to be applied.

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  • 场景中的灯光阴影决定头发渲染出来什么样。

    Lights and shadows of your scene will make all the difference about how your hair's gonna render.

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  • 方法可以渲染动态物体表面的阴影,相互反射等全局光照效果。

    This method could render soft shadow and inter-reflection for multiple dynamic objects efficiently.

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  • 不管是处在阴影还是亮部纹理基本上都是以相同方式渲染

    The texture is rendered essentially the same way in the shadow as it is in the light, but in a reduced value or tone.

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  • 纹理阴影照明渲染等级为重点任何光波字符建模宝贵的资源

    Focusing on Texturing, Shading, Lighting, Rendering, and grading, this is a valuable resource for any lightwave character modeler.

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  • 场景双重光照贴图模式中烘焙渲染阴影距离以外的建筑物完全光照贴图产生照明,两个假人由实时灯光产生动态光照,但是投射阴影

    The scene is baked and rendered in dual lightmaps mode: behind the shadow distance buildings are fully lit only by lightmaps, while the two dummies are dynamically lit but don't cast shadows anymore;

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  • 学习实施先进阴影技术创建令人惊叹图形利用虚幻引擎渲染能力获得最好的。

    You will learn to implement advanced shading techniques, create stunning graphics, leverage the rendering power of Unreal Engine to get the best out of it.

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  • 实验表明,本算法达成动态场景下交互式帧率的阴影物体间反射渲染

    Experiments show that rendering with soft shadows and inter-reflection in dynamic scene can be achieved.

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  • 请注意如何更宽广更狭窄光源称为“”、“”,因为他们如何分别渲染边缘阴影高光

    Note how broader and narrower light sources are termed "soft" and "hard, " respectively, because of how they render the edges of shadows and highlights.

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  • 实验结果表明,文中算法解决平行分割阴影图算法的冗余渲染问题提高了渲染效率场景阴影质量

    The results show that LiSPSSM effectively addresses the redundant rendering problem in PSSM and improves the efficiency and quality of real-time shadow rendering.

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  • 不同渲染路径不同的功能性能特点主要影响光源阴影

    Different rendering paths have different features and performance characteristics that mostly affect Lights and Shadows.

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  • 如果所有东西渲染在一起未分解建筑完全地面之上阴影之中

    If I would have rendered everything together, the unexploded building would have been completely in shadow by the ground plane above it.

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  • 如果所有东西渲染在一起未分解建筑完全地面之上阴影之中

    If I would have rendered everything together, the unexploded building would have been completely in shadow by the ground plane above it.

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