砖的纹理反射出周围环境混乱的天际线,建筑的入口位置也考虑到了邻里之间的隐私与方便往来。
The brick texture is a reflection of the context's chaotic skyline and the openings are located considering the pleasant and unpleasant neighborhood views.
由于反射阳光,(火山)泥流的外缘也染上银色,使火山中心正在不断累高的山口部分的纹理更加突出。
Reflecting sunlight also colors the outer edges of the mudflow silver and highlights the texture of the growing mound over the vent at the center of the volcano.
纹理映射到一个圆柱体,当你要使用类似圆柱对象的反射时,使用该项。
Maps the texture to a cilinder, use this when you want to use reflections on objects that are like cilinders.
地面材料非常简单,一个无缝拼贴的纹理,在反射/光泽度调节栏中设置好灰度,再利用位移增加细节。
The ground material itself is pretty straight forward, a tileable texture and suitable greyscale used within the reflect/glossiness slots and also for displacement of the finer detail.
也称为立方体贴图,用于创建纹理的反射。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.
利用不同用途的表面添加额外的维度,车窗,后视镜,和水都是很好的反射面是给予不同的结果和纹理。
Make use of different surfaces to add that extra dimension - Windows, mirrors, and water are all very good reflective surfaces that give a different result and texture.
布料纹理是由混合一个镜面反射的着色器和标准材质。
The cloth texture was created by mixing a glossy reflective shader and a standard shader.
写详细的程序使用纹理着色器,位移,模式生成和自定义反射模型。
Write detailed procedural shaders using texture, displacement, pattern generation, and custom reflection models.
一个低聚惊人的梦幻般的赛车包,可以用于任何类型的项目。模型有详细的现实纹理。包括漫反射,法线和镜面映射。
A low poly amazing fantastic race cars pack that can be used for any type of projects. Models have detailed realistic textures. Includes diffuse, normal and specular mapped.
通过当前图形硬件新提供的顶点纹理技术来对水面进行建模,并结合环境纹理映射技术和二维纹理映射技术实现了水面上的反射与折射等光照现象。
It took advantage of the vertex texture to model the water surface and simulated the reflection, refraction with environment texture mapping and texture mapping.
漫反射,高光,自发光纹理或光照贴图将被压缩到PVR4格式。
Diffuse, specular, emission textures or light maps will be compressed into PVR4 format.
辐照度环境纹理图是绘制任意光照环境下漫反射物体表面的一种有效的方法。
Irradiance environmental maps are an effective technique to render diffuse objects in arbitrary lighting environments.
漫反射,高光,自发光纹理或光照贴图将被压缩而且伽马修正(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.
漫反射,高光,自发光纹理或光照贴图将被压缩而且伽马修正(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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