• Normal Maps, Specular Pass, Fixes and Enhancements!

    普通地图,光照反射,修复和增强。

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  • There are four colors: Ambient, Emissive, Diffuse, and Specular.

    其中四种是颜色:环境光色、发射光色、漫射光色和反射光色。

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  • These include Base Color, Metallic, Specular, and Roughness.

    这些包括基本色,金属、镜面和粗糙度。

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  • Textures are at 4k resolution, Defuse, Specular, Displacement.

    纹理在4k分辨率、化解、镜面、位移。

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  • Specular reflection: The light that reflects off objects with a shiny surface.

    镜面反射:光线从有光亮平面的对象反射回来。

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  • Specular Transmittance shows the skin like it exists naturally, like glass.

    镜面透射率像玻璃一样,反映自然状态下的皮肤。

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  • From here we will move on and begin to create a specular map for our creature.

    从这里,我们将继续前进,并开始创造一个镜面映射为我们的生物。

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  • If your light is very bright, you will have a very strong specular highlight in the rendering.

    如果你的灯非常的亮,你在渲染时将得到一个非常强烈的高光。

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  • Application of FTIR Specular Reflection is introduced on nano-crystalline silicon films in this paper.

    研究探讨了镜反射红外光谱在纳米材料方面的应用。

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  • In this way we have much more control of the position, colour and brightness of the specular highlights.

    用这种方式我们可以更好的控制高光的位置,色彩,亮度。

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  • Results:It was found that HBV and HCV could infect the same host cell, the specular biological phenomenon.

    结果:发现HBV、HCV可同时感染同一宿主细胞这一独特的生物学现象。

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  • A combined specular and diffuse reflection at the wall and at the particle surface is included in the analysis.

    分析中气体分子在壁面和颗粒表面处均假定为部分镜反射和部分漫反射。

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

    基本渲染的结果是被屏幕内容填满的Z缓冲和带有法线和高光强度的渲染纹理。

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  • The safe shading network demonstrates how to make a surface transparent only where there are specular highlights.

    这个安全材质网络证明了如何去做一个只在高光区上的表面透明材质。

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  • Corneal endothelial cells of senile cataract and diabetic cataract were studied by non-contact specular microscope.

    采用非接触型角膜内皮显微镜观察老年性白内障和糖尿病性白内障的内皮细胞。

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  • We will use that MR. Area Omni only to create these specular effects that normally is visible on metalized car paint.

    我们将使用MR区域泛光灯只创建这些在金属车漆上常见的独特的高光。

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  • For a rubber ball, you could use a black or red specular light instead of white which would make the ball appear less shiny.

    而对于橡皮球,你可以使用黑色或者红色反射光代替白色以使得球看上去不那么闪。

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  • It is important to uncheck the "Affect specular" slot, we don't want any specular reflection from that light, only diffuse light.

    有一点很重要就是要取消掉“影响高光”的参数。我们不想这盏灯光产生高光,只影响漫反射即可。

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  • If it's a shiny object, you would use a lighter color for Specular reflections. For example, the material for a red billiard ball might be.

    如果是闪亮的对象,你可以用比较亮的颜色用作镜面反射。

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  • A new option has been added to control the specular highlight so that it only appears on the opaque surface and not the transparent surface.

    添加一个新的选项去控制镜面高光,这样高光只显示在不透明的表面上,而不是透明的表面上。

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  • The fundamental principles of specular reflection FTIR and its applications in the analysis of polymer structures are introduced in this paper.

    简要介绍了镜面反射红外光谱的基本原理以及它在聚合物结构分析中的应用。

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  • In this paper, the selection of test method for specular glass of plastics and affecting factors for specular glass of plastics were discussed.

    本文探讨了塑料镜面光泽测试方法的选择及塑料镜面光泽的影响因素。

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  • In this paper, the selection of test method for specular glass of plastics and affecting factors for specular glass of plastics were discussed.

    本文探讨了塑料镜面光泽测试方法的选择及塑料镜面光泽的影响因素。

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