"Filming the scene on the E-3 was a little stressful with the lights, cameras and recording equipment," he said.
“E-3空中预警机上,在灯光、摄像机以及录音设备下拍摄电影曾让人有一点点的紧张,”他说。
Classic Shanghai scene: Misty drizzle lends a lustrous sheen to the neon lights and colonial facades of Nanjing Road, one of the world’s busiest shopping streets.
经典的上海滩一景:烟雨迷蒙,地面映衬着七彩霓虹光,和着隐约的殖民地时期的老房子的身影。 而南京路,这条世界上最繁华的街道,依旧车水马龙。
Object nodes represent objects in the scene, such as character parts, geometry objects, lights, cameras, and so on.
对象节点在场景中描述物体,例如角色部分,几何体物体,灯光和摄像机等等。
Creating all our elements and populating the scene with vegetation, people, props and lights.
创造我们所有的元素和植被,在现场的人,道具和灯光。
This means, there are no lights, materials,... whatsoever in the scene.
这就是说,现在场景中没有灯光,材质以及其他的东西。
Shadow mapping is a texture based approach, it's easiest to think of it as "shadow textures" projecting out from lights onto the scene.
阴影贴图是基于纹理的方式,最简单的方法把它看作是“阴影纹理”,从灯光投射阴影到场景。
Lights and shadows of your scene will make all the difference about how your hair's gonna render.
场景中的灯光和阴影会决定你的头发渲染出来是什么样。
Assuming your lights are set up correctly your shadows should work without much alteration, we simply have to place proxy objects in our scene to receive the shadows.
为保证灯的位置正确设置,阴影不应有太大的改动,我们必须在场景中创建虚拟物体来接受阴影。
So with this scene, temperatures were from 1950K for the street lights and 3000K for the sidewalk lights.
这种情景中,街道灯光的温度值为1950K,人行道灯光的温度值为3000K。
Control the intensity and color of all or selected lights in the scene in one window.
在一个窗口中同时控制场景内所有或所选灯光的强度和颜色。
In this render, I turned off our omni lights and as you can see the scene looks pretty good.
在这个渲染中,我关闭了泛光灯,但是你可以看出场景看上去更漂亮了。
Point or spot lights that are fully or partially occluded by some scene objects get their pixels skipped on the GPU, so they are even cheaper.
点光源或者完全或者部分被场景物体遮挡的聚光灯光源所照射的像素则被GPU所跳过,因此更加廉价。
Lighting as choose warm light, adorn colourful lights produces enthusiastic, festive scene.
灯饰为选择温暖的光,点缀多彩的灯光产生热烈、喜庆的场面。
This can be done in real time so it simulates the lighting that would occur in the scene if there were actual dynamic lights set up and not lightmaps.
所以,在场景中没有光照贴图而存在动态光源的地方,就可以通过插值实时地模拟出光照。
During the first scene, which begins early in the morning, we'll strengthen the lights up to give the effect of growing daylight.
在排演天破晓的第一场时,我们将慢慢增强灯光,以便取得天逐渐变亮的效果。
Directional lights are placed infinitely far away and affect everything in the scene, like the sun.
点光源从一个位置向四面八方发出光线,就像一盏灯。
During the first scene, which begins early in the morning, we'll dim the lights up to give the effect of growing daylight.
在从凌晨开始的第一场,我们将慢慢增强灯光,以达到天变亮时的效果。
We use the GI Sky Sampler and an HDRI image to light the scene without any actual lights.
我们使用GI天空取样和HDRI图片而不是实际的灯光,来照亮这个场景。
Dim the stage lights down during scene two, when evening is supposed to be falling.
在第二场,剧中该是黄昏降临的时候,要使舞台灯光渐暗。
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.
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。
When the sun is up, lights and shadows of the forest and reflections of the water finally complete the magical scene of the waterfall.
当太阳升起来了,水灯和森林的阴影和反射终于完成了瀑布的神奇景象。
This is a screenshot of the scene and a list of all the lights in the scene.
这是一个屏幕截图和一个场景中的所有灯光名单。
Techniques for interacting with scene geometry, lights and Splines.
技术与现场几何,灯光和样条。
A scene reproduced on cloth transparencies with various lights shining through the cloths to produce changes in effect, intended for viewing at a distance through an aperture.
透明幕上的画面:从孔中窥视到一段距离外部透明画面上的风景,通过变动透过画面的光线,可获得不同的画面效果。
I reach for the light switch, and as it silently lights the scene, I return to the bed to observe the patient with an unemotional, medical eye.
我伸手去开灯。灯静静地照亮了整个病房,我走回病床边,用无动于衷的、医生的目光观察着病人。
Lights from hurricane lamps flickering about in the pine forest created the scene of a star-studded sky.
松林中射来零乱的风灯,都成了满天星宿。
Since I'm rendering the lights after the scene is rendered, I need a way to cull lighting calculations if there is an object, such as a tree, obstructing the area being lit.
因为我渲染灯光在场景渲染,我需要一种方法来剔除照明计算如果有一个物体,如一棵树,阻碍地区被点燃。
Since I'm rendering the lights after the scene is rendered, I need a way to cull lighting calculations if there is an object, such as a tree, obstructing the area being lit.
因为我渲染灯光在场景渲染,我需要一种方法来剔除照明计算如果有一个物体,如一棵树,阻碍地区被点燃。
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