• 但是对于水面使用HDRI反射贴图

    I used an HDRI in the water reflection though.

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  • 反射贴图类似

    Reflection map is similar.

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  • 贴图卷展览反射贴图通道赋予一张“光线追踪”贴图

    Go to maps and assign to the REFLECTION map "RAYTRACE".

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  • 这个场景材质网络证明一个方法获得控制使用反射贴图时。

    The Planet shading network demonstrates one way that you can gain control over the lighting when using reflection maps.

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  • 这里有着同样设置同一个场景惟一不同是没有添加模拟反射贴图

    Here we have the same scene with the same Settings like above. Only the image for fake reflection is different.

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  • 其它地方皮肤简单只有一些细微变化这里皮肤反射贴图一些样本

    The rest of skin remains really simple, with only subtle variations on it. Here is some example of the diffuse texture for the skin.

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  • 反射贴图通道添加光线追踪贴图后,你发现材质编辑显示出新的设置

    After you have insert RAYTRACE in the reflection map you will see that the material editor is showing new Settings.

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  • 对于高光反射贴图调整了它们强度眼睛耳朵嘴唇鼻子和前额看起来光泽

    For specular and reflection maps, I've changed the values to make it look more shiny around the eyes, ears, lips, nose and forehead.

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  • 使用色彩校正得到反射折射贴图很有帮助

    Using color correction can be of much help to get Reflection and Glossiness maps.

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  • 称为立方体贴图用于创建纹理反射更多信息查询立方体贴图纹理。

    Also known as Cube Maps, used to create reflections on textures. check Cubemap textures for more info.

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  • 使用衰减贴图制作反射折射深度

    Reflections, Refractions and depth I made through the use of falloff maps.

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  • bumpslot中的贴图通过颜色对比形成反射

    Maps in bump slot are also used for reflection with slight color altercation.

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  • 反射渲染两种不同贴图混合在一起颜色亮度稍微有差别

    Reflection has two different maps slightly brightened in color correction and then mixed together.

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  • 今天介绍自己模拟HDRI贴图反射效果方法

    Today, I'm going to introduce you my method of faking HDRI images for reflections.

    youdao

  • 反射高光,自发光纹理光照贴图压缩PVR4格式

    Diffuse, specular, emission textures or light maps will be compressed into PVR4 format.

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  • 10个定制的高分辨率(2048×2048)反射普通贴图,一一对应每个蒙皮

    10 custom made, hi fidelity 2048x2048 diffuse and normal maps ; a set for each mesh.

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  • 反射高光,自发光纹理光照贴图压缩而且伽马修正(2.2)mipmaps对于它们将被创建

    Diffuse, specular, emission textures or light maps will be compressed and gamma corrected (2.2) mipmaps will be created for them.

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  • 这些模型使用512*512的贴图反射镜面地图)。

    These models use 512x512 textures (diffuse and specular maps).

    youdao

  • 这些模型使用512*512的贴图反射镜面地图)。

    These models use 512x512 textures (diffuse and specular maps).

    youdao

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