这去除了有关在接缝纹理混合问题。
This got rid of the problem about texture blending on seams.
OpenGL相当于纹理混合?
提出了一种新颖的可处理两个纹理样本的纹理混合方法。
Using this method, optimal texture mixing is made at the optimal position.
这个部分我将我的一些幻想类的纹理混合了一些真实的元素,我使用了大概60个不同的纹理,这里是我材质编辑器的一个截图。
In this part I mixed my texture (fantasy) with realistic ones, I used about 60 different textures in this images, here is the screenshot of material editor I have used.
实际情况要比这要比这复杂一些,因为该缓冲现在是OpenGL纹理,也可以是OpenGL图形渲染结果的纹理,或者是其他纹理混合在一起的结果。
It's a little bit more complicated than that, because this buffer is now an OpenGL texture and can be the result of rendering OpenGL graphics to the texture or compositing other textures together.
对混色的更改示范了可以容易地将颜色与纹理相混合以获得更丰富的效果。
Changing the blending color demonstrates how you can easily mix colors with textures to create additional effects.
为了创作不同的纹理,她会用水或凝胶与粉末混合。
To create different textures, she mixed powders with water or gel.
广场上的背景之上的大理石纹理的股票,并改变其混合模式为正片。
Place Marble Stone Texture Stock on top of the Background, and change its Blend Mode to Multiply.
使用合并器或像素着色器,混合每帧的多个纹理,而不是用多通道方法。
Use combines or pixel shaders to mix several textures per fragment instead of multi-pass approach.
使用像素着色器或纹理合并来混合几个纹理,而不是多通道逼近。
Use pixel shaders or texture combines to mix several textures instead of a multi-pass approach.
更改混合模式以生动光,让潜在的纹理显现出来。
Change the blending mode to Vivid Light to allow the underlying texture to show through.
在一些表面我们用传统刷子刷出纹理,而其他表面我们用不同的混合模式进行操作。
On some surfaces we painted texture with custom brushes, others were done with various blending modes.
更改“纹理”图层的混合模式为正片。
调整后的悬崖岩石纹理,以更好地与其他岩石混合。
Adjusted Cliff rock texture to blend better with other rocks.
“纹理”图层的混合模式更改为柔光。
之后我将混合一些污渍的纹理给左边的混凝土。
After that I will blend some dirt texture for the concrete volume at the left side.
通过设置纹理图层的混合模式的“叠加”,就能将颜色和纹理与白模合并在一起。
By setting the texture layers to "Multiply" in the layer blend mode dropdown, I was able to merge the colors and textures with the shading of the clay model base.
最终渲染阶段产生最后渲染后的图像,到这一步,所有的对象都将被再次渲染,其中着色器将混合前一步生成的光源和纹理以及所有自发光照明。
Final pass produces final rendered image. Here all objects are rendered again; with shaders that fetch the lighting, combine it with textures and add any emissive lighting.
本教程涵盖了平铺纹理的基础知识,以及我的2UV系统,用于混合独特的细节和瓷砖。
This tutorial covers the basics of tiling textures as well as my 2 UV system for blending unique details and tiles.
提出了一种基于混合编码的纹理压缩算法。
A texture compression algorithm based on hybrid coding is put forward.
之后,了解混合模式,如何添加整理如皮肤纹理,以及如何保存文件以显示在互联网上。
After that, learn about blending modes, how to add finishing touches like skin texture, and how to save your files for display on the Internet.
我重新绘制各种图案的纹理,混合在一起,并采用不同的万花筒。
I made the texture by repainting various patterns, mixing them together and applying different kaleidoscopes.
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.
为了更有效地利用图像的局部特征恢复被噪声感染的图像,基于图像局部纹理方向概率统计模型,提出一种针对混合噪声的非线性滤波算法。
In order to more effectively make use of local features to restore the noise-infected image, a nonlinear filtering algorithm based on local texture direction probability statistic model was proposed.
我开始添加一些元素,例如水,岩石等等,我同样使用来一些照片纹理来混合以构建整个作品。
I started adding elements, like the water, rocks, buildings and so on, and I also used a small photographic texture combined to build the whole composition.
我开始添加一些元素,例如水,岩石等等,我同样使用来一些照片纹理来混合以构建整个作品。
I started adding elements, like the water, rocks, buildings and so on, and I also used a small photographic texture combined to build the whole composition.
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