“粘土渲染”指的是基本的阴影渲染,它可以更易于阅读所有网格的细节。
A "Clay render" refers to a basic shaded render where it's easy to read all the details in your meshes.
现在如果我们将场景的环境背景设置为白色并渲染出,你发现你只得到了小车物体和它投下的阴影。
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.
使用延迟光照,光影投射器仍然需要为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.
最后,在正向渲染路径,只有最亮的平行光可以投射阴影。
Finally, in Forward rendering path, only the brightest directional light can cast shadows.
因为这个原因,我将周边建筑渲染成灰色,这样可以允许我在图上进行叠加操作,但是,仍会保留渲染底图的亮度和阴影。
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.
如果你想有多个的阴影投射灯,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.
在本教程中,我们将了解详细的产品建模技术,以及有效的照明,阴影和渲染。
In this tutorial we will learn about detailed product modeling techniques, as well as effective lighting, shading, and rendering.
现在我要为整个场景渲染出阴影。
So now we want to render out out shadows for the whole sequence.
通常使用聚光灯,配合阴影贴图来渲染头发。
Usually using spotlights with shadow maps are ideal for hairs.
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。
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.
正向渲染路径仅支持一个平行光阴影投射灯。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.
不能采用延迟光照技术的带阴影的物体在延迟光照渲染完后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.
基础渲染非常不合逻辑,但是,我只是采用柔和阴影和一些基本的纹理进行渲染。
The base rendering was pretty brutal. However, I was just looking for a rendering with soft shadows and some basic texture information.
首先,渲染自身具有阴影属性来接收阴影,并投射阴影到其他物体(这两者是默认的)。
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).
如果一个带有阴影的光源生效,在这个处理过程中会被很好的渲染。
If a light has shadows enabled, they are rendered and applies in this pass as well.
不能采用延迟光照技术的带阴影的物体在延迟光照渲染完后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.
注意阴影并不免费,阴影投射器需要开销来渲染,同时一个更加复杂的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.
场景中的灯光和阴影会决定你的头发渲染出来是什么样。
Lights and shadows of your scene will make all the difference about how your hair's gonna render.
该方法可以渲染动态物体表面的软阴影,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.
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的。
The texture is rendered essentially the same way in the shadow as it is in the light, but in a reduced value or tone.
在纹理,阴影,照明,渲染,和等级为重点,这是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.
该场景在双重光照贴图模式中烘焙和渲染:阴影距离以外的建筑物完全由光照贴图产生照明,而两个假人由实时灯光产生动态光照,但是不投射阴影;
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;
您将学习实施先进的阴影技术,创建令人惊叹的图形,利用虚幻引擎的渲染能力,以获得最好的。
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.
实验表明,本算法能达成动态场景下交互式帧率的软阴影及物体间反射渲染。
Experiments show that rendering with soft shadows and inter-reflection in dynamic scene can be achieved.
请注意如何更宽广、更狭窄的光源被称为“软”、“硬”,因为他们如何分别渲染的边缘的阴影和高光。
Note how broader and narrower light sources are termed "soft" and "hard, " respectively, because of how they render the edges of shadows and highlights.
实验结果表明,文中算法解决了平行分割阴影图算法的冗余渲染问题,提高了渲染效率和场景阴影质量。
The results show that LiSPSSM effectively addresses the redundant rendering problem in PSSM and improves the efficiency and quality of real-time shadow rendering.
不同的渲染路径有不同的功能和性能特点,主要影响光源与阴影。
Different rendering paths have different features and performance characteristics that mostly affect Lights and Shadows.
如果我把所有东西渲染在一起,未分解的建筑将完全在地面之上的阴影之中。
If I would have rendered everything together, the unexploded building would have been completely in shadow by the ground plane above it.
如果我把所有东西渲染在一起,未分解的建筑将完全在地面之上的阴影之中。
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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