这个分枝的网络控制了渲染高光的方向性,它去在表面上的暗部产生明亮,并且在表面的亮侧加暗。
This branch of the network controls the directionality of the rendered highlight, causing it to be bright on the dark side of the surface, and dark on the bright side of the surface.
这是一部关于如何制作金、银和铜等金属的反射、高光、折射率和衰减等光学特性的教程。
A tutorial on making use of reflection, specular, index of refraction, Fresnel, and fall-off to create gold, silver and copper material.
注意中央光和高光的位置是不一样的。明暗交界线是物体从亮部转入暗部的区域。这个就是光线和表面相切。
To test which areas are in light and which are in shadow, you can cast a shadow with a pencil on the object.
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