• Using different render pass and high definition images I have retouched the buildings, the ground and the bridge.

    使用不同渲染清晰度图像润饰建筑物地面和桥梁。

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  • You may have been wondering why I reminded you to keep a copy of one frame from each render pass, locally on your machine.

    可能知道为什么渲染拷贝帧作为代理帧,在你的电脑上,这将在合成操作中节省我们很多时间和空间

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  • 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场景状态最终的渲染传递comp

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  • This surface is then positioned in the center of the screen no matter what the resolution, and the renderFocus function is designated to be called during each render pass.

    无论分辨率多少平面都会被定位屏幕中心,并且将renderFocus函数指定每次呈现调用

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  • For each unique building address, pass all listings with that address into a template to process and, in this case, render one element per apartment within the placemark.

    对于每个惟一的楼房地址,将所有地址列表传递模板进行处理

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  • 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.

    使用超过束的时候,推荐你先测试一下,看看你的头发什么样。属性越高,头发渲染出来会越

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  • The last thing we do is to pass the Grid the data store and column model (lines 22-25), render the grid, then load in the data from our data store.

    最后我们要做网格传送数据存储栏目模型(第22-25),执行网格,然后数据表单中加载数据存储。

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  • Result of the base pass is Z buffer filled with scene contents and Render Texture with normals & specular power.

    基本渲染结果被屏幕内容满的Z缓冲和带有法线高光强度的渲染纹理。

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  • This article presents a two-pass algorithm to render the scene including participating media, and this algorithm is an expansion of the rendering to solid objects with photon mapping.

    本文依据光子映射实体物体渲染,将其扩展包含参与介质场景渲染为此提出了个两路的渲染算法

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  • Tone mapping is performed in two places within the code: once in Render as part of the final shader pass to compose the glare textures onto the scene, and once as part of the bright-pass filter.

    色调映射执行代码渲染作为最终着色器一部分传给合成耀光纹理场景中,一处是作为光亮过滤器的一部分。

    youdao

  • Tone mapping is performed in two places within the code: once in Render as part of the final shader pass to compose the glare textures onto the scene, and once as part of the bright-pass filter.

    色调映射执行代码渲染作为最终着色器一部分传给合成耀光纹理场景中,一处是作为光亮过滤器的一部分。

    youdao

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