为了克服阴影相关性的不利影响,应尽量使节点间距增大。
In order to mitigate the unfavorable effect of correlated shadowing, the node distance should be increased.
交叉阴影着色方式是一个好例子,一个表面的SHADER能用于去如何从其它节点导入信息,包括其它材质节点,经过它自己的材质网络到一个表面。
The CrossHatch shader is a good example of how a surface shader can be used to pipe information from other nodes, including other material nodes, to a surface via its Shading Group.
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