• 由于一个顶点只能有一条法线,所以你还要复制顶点。

    Because one vertex can only have one normal, you must duplicate the vertices as well.

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  • 负向的外法线指向与正x轴相反的方向。

    A negative face has an outward normal pointing in a direction opposite that of the positive x-axis.

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  • 这篇文章提出了公法线长度并推导出超前角的计算公式。

    In this paper base tangent length is put forward and lead angle calculating formula is deduced.

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  • 当门栓完全朝锁定方向抛出并被扣住时,门栓对法线的投影最小。

    The deadbolt when fully thrown in the locking direction and detained, shall have a minimum projection to the forend.

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  • 你有愈多的位置,就有愈多的法线。

    The more positions you have, the more normals you have.

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  • 计算手掌相对于控制器的法线向量。

    Calculates the normal vector projecting from the hand relative to the controller.

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  • 一个三角形条带的外观。表面法线?或绕组?

    Appearance of a triangle strip. Surface normals? Or windings?

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  • 导出带骨架层级的网格,法线,纹理和动画。

    Export the mesh with the skeleton hierarchy, normals, textures and animation.

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  • 灯绘也包括光绘图象由法线框架外手持的光源。

    The term light painting also encompasses images lit from outside the frame with hand-held light sources.

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  • 圆盘绕一个通过中心与法线方向倾斜的轴转动。

    Circular disk was rotating about an axis tilted from the normal through the center.

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  • 法线贴图和AO贴图都是别用在颜色贴图上的。

    Both the normal map and the AO map will be used in creating the color map.

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  • 在散度定理中的约定是,将曲面的定向取为外法线的方向。

    The convention in the divergence theorem is that we orient the surface with a normal vector pointing always outwards.

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  • 如果有多个法线,UV坐标或顶点颜色的顶点必须分割。

    A vertex must be split if it has multiple normals, UV coordinates or vertex colors.

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  • 如果你想了解法线贴图如何被应用到你的纹理,选择此项。

    Select this if you want to see how the normal map will be applied to your texture.

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  • 也称为索贝尔过滤。这会产生出比标准更清晰的法线贴图。

    Also known as a Sobel filter. this generates normal maps that are sharper than Standard.

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  • 可使用法线计算光线后,还需要告诉M3 G您需要什么类型的光线。

    After you can calculate lighting using the normals, you need to tell M3G what kind of light you want.

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  • 法线贴图使用颜色来表述在其他方向的偏移,这使它更有效。

    Normal mapping on the other hand uses colors to indicate directional offsets, making it far more efficient.

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  • 不过,技术并不是魔术,法线贴图并不会添加物体的轮廓细节。

    However, this technique isn't magic — it can't add detail to the silhouette.

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  • 我们在做每一个纹理的时候都手动创建一个法线贴图和粗糙度贴图。

    For every texture we made, we also manually created a normal map and a roughness map.

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  • 只要我们有了法线贴图,我们很容易使用法线去计算各个方向的光照。

    Once we have a normal map, it's easy to use it to calculate lighting from different directions.

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  • 法线使用平射投影,深度为16位数值,并被放进两个8位通道中。

    Normals are encoded using Stereographic projection, and depth is 16 bit value packed into two 8 bit channels.

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  • 下面是一个例子从左到右依次是高分模型,低分模型和低分模型带有高分法线贴图。

    Here's an example of a detailed model, a simple model, and the simple model with a normal map applied.

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  • 法线贴图中的红色通道编码了法线的左右轴,蓝色通道编码了垂直深度。

    The red channel in a normal map encodes the left-right axis of normal blue channel encodes vertical depth.

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  • 图7b展示了如何为每边使用4条法线——共24条,从而创建棱角分明的边线。

    Figure 7b shows how you can create hard edges by using 24 normals, 4 per side.

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  • 现在是时候开始烘培了,有趣的是并没有许多法线贴图烘培插件开发出来。

    Then it's time to start baking, interestingly there aren't that many normal map baking plugins out there.

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  • 现在你应该理解了法线贴图是如何起作用的,不过,法线贴图是如何制作的?

    So now you get the idea of what normal maps do... but how are they made?

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  • Regan推测这个特殊数字的麻烦之处在于它是“最大的次法线双精度浮点数”。

    Regan speculated that this particular number is troublesome because it is the "largest subnormal double-precision floating-point number."

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  • 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。

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

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  • 多项式线性评价方法充分利用统计理论,结合临床可科学评价实验方法线性程度。

    The polynomial method can evaluate the linear degree of the laboratorial methods using statistical theory and considering clinical significance.

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  • 多项式线性评价方法充分利用统计理论,结合临床可科学评价实验方法线性程度。

    The polynomial method can evaluate the linear degree of the laboratorial methods using statistical theory and considering clinical significance.

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