... Flat Mirror(镜面反射) Gradient(渐变) Receive Shadow(接受阴影) Mix(混合) Shadow Brightness(阴影的亮度) Reflection(反射) Noise(干扰) Output(输出) ...
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因为这个原因,我将周边建筑渲染成灰色,这样可以允许我在图上进行叠加操作,但是,仍会保留渲染底图的亮度和阴影。
For that reason, I rendered the context gray allowing me to overlay the photography but still maintain the light and shadow of the base rendering.
惟一的问题是阴影不是那么明显了,所有的物体看上去都有相同的亮度。
The only problem is, that you're shadows won't show up that well anymore and that all objects will already have some kind of "lightness" to them.
我的闪灯为TTL 模式,因此闪灯提供了足够的光线来提升阴影区域的亮度。
My strobe was in TTL , and gave me enough light to lift the shadow areas.
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