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specular相关的网络例句

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与 specular 相关的网络例句 [注:此内容来源于网络,仅供参考]

Tip 5 : A mirror material is very similar to Chrome: Black diffuse colour, no specular highlights and Raytrace 100% in the reflection map.

提示5:镜面材质与鉻合金很像:黑色的漫射颜色,没有高光,反射通道数量为100。

They're also the wettest and slimiest, so we have to rely on a lot of our specular maps and normal maps to really help push that, whereas with the Terran -- ash, rusty metal, that's easy, no problem.

它们也是最粘乎乎,湿嗒嗒的东西,所以我们不得不借助一系列我们的大型以及常规的绘图工具来加入这些元素。而对于人族---灰尘,锈迹斑斑的金属,这都是小菜一碟。

They're also the wettest and slimiest, so we have to rely on a lot of our specular maps and normal maps to really help push that, whereas with the Terran -- ash, rusty metal, that's easy, no problem.

它们同样湿润和黏滑,因此我们只好靠我们的反射贴图以及常规贴图来帮助实现,但是对于Terran—则是尘埃,生锈的金属,这就很容易了。

In this image I have used 13 lights: 4 omni lights as ambient lighting, 2 to highlight the form of the engine, 3 spotlights to highlight the back of the engine, 3 highlight to stress the specular and the greasy effect on the shell, a spotlight behind the snail neck for the sub surface scattering, in addition to the sun with area shade and the sky with a HDRI with an atmosphere similar to the photograph of the road for the global lighting I have used a surface with an asphalt texture for the floor and the yellow lines only to be reflected on the engine and to add some radiosity to the snail body and shine.

在这方面的形象,我用13个灯: 4全方位的灯作为环境照明,二要强调形式的引擎, 3射灯,以突出后面的引擎, 3突出强调,镜面和油腻的作用,对蚬壳,一聚光灯背后的蜗牛颈部为小组表面散射中,除了太阳与地区的树荫和天空与hdri与气氛,类似照片的道路,为全球照明,我用了一个表面上与一沥青纹理为楼和黄线只反映对发动机,并添加一些辐射,以蜗牛身体和服务。

I normally use quite a lot of light sources; I place them so I can highlight details of the scene. In this image I have used 13 lights: 4 omni lights as ambient lighting, 2 to highlight the form of the engine, 3 spotlights to highlight the back of the engine, 3 highlight to stress the specular and the greasy effect on the shell, a spotlight behind the snail neck for the sub surface scattering, in addition to the sun with area shade and the sky with a HDRI with an atmosphere similar to the photograph of the road for the global lighting I have used a surface with an asphalt texture for the floor and the yellow lines only to be reflected on the engine and to add some radiosity to the snail body and shine.

通常我使用很多的光源,我到处放置它们,这样我才能照到足够多的细节,在这幅图里我使用了13盏灯,4 盏点光源作为环境光,2盏来照亮引擎的形状,三盏聚光灯用来照亮引擎的背面,三盏来强调蜗牛壳的高光及油腻的感觉,有一盏蜗牛脖子背后的灯光来表现3S半透明效果,另外还有一盏太阳光来获得各个区域的阴影,以及一个赋予了HDRI贴图的sky,来作为全局光,我使用了一种沥青材质作为地面材质,并让引擎能反射地面上的黄色带子,并为蜗牛身体与光射线增加了一些radiosity,以取得得与背景类似的灯光环境。

Lighting灯光I normally use quite a lot of light sources; I place them so I can highlight details of the scene. In this image I have used 13 lights: 4 omni lights as ambient lighting, 2 to highlight the form of the engine, 3 spotlights to highlight the back of the engine, 3 highlight to stress the specular and the greasy effect on the shell, a spotlight behind the snail neck for the sub surface scattering, in addition to the sun with area shade and the sky with a HDRI with an atmosphere similar to the photograph of the road for the global lighting I have used a surface with an asphalt texture for the floor and the yellow lines only to be reflected on the engine and to add some radiosity to the snail body and shine.

通常我使用很多的光源,我到处放置它们,这样我才能照到足够多的细节,在这幅图里我使用了13盏灯,4 盏点光源作为环境光,2盏来照亮引擎的形状,三盏聚光灯用来照亮引擎的背面,三盏来强调蜗牛壳的高光及油腻的感觉,有一盏蜗牛脖子背后的灯光来表现3S半透明效果,另外还有一盏太阳光来获得各个区域的阴影,以及一个赋予了HDRI贴图的sky,来作为全局光,我使用了一种沥青材质作为地面材质,并让引擎能反射地面上的黄色带子,并为蜗牛身体与光射线增加了一些radiosity,以取得得与背景类似的灯光环境。

To create bump and specular maps I simply desaturated all the color map layers and changed their value and contrast accordingly, only minor local painting was required afterwards.

为了创建凹凸贴图和高光贴图,我简单降低了所有的色彩层的饱和度,根据需要改变它们的数值和对比度,然后在需要的地方做了小小的绘制。

A Monte Carlo model is described for calculation of effective emissivities of uniform specular diffuse cavities.

在均匀镜-漫反射假设的基础上,给出了利用蒙特卡罗方法计算黑体空腔有效发射率的数学模型。

The results showed that most of the photons are absorbed after multi-layered tissue scatterings with about 7.3 percent reflectance(specular reflectance and diffuse reflectance) from epidermis.

结果表明在经过多次散射后,大部分的光子被吸收,在本文的模型中只有7.3%的光子从表面反射。

The results showed that most of the photons are absorbed after multi-layered tissue scatterings with about 7.3 percent reflectance (specular reflectance and diffuse reflectance ) from epidermis.Based on the knowledge of optical parameters of biological tissues, we simulated the light distribution and propagation with different types of incidence.

选定生物组织光学特性参数的前提下,结合文中介绍的卷积理论,模了各种类型的光束在生物组织中的传播与分布情况,并且给出了生物漫反射光分布的特点,为实验中对光和生物组织相互作用后的漫射光提供参考。

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