• In part two, I show you how to set up your scene to render for compositing.

    第二部分中,告诉如何后期合成设置场景

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  • After the initialization, you render the scene to the screen.

    初始就可以将场景渲染到屏幕上。

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  • To render the dark scene close to what I saw I took 7 consecutive 15-second exposures in under 2 minutes interval.

    为了表现接近看见黑暗场景,我2分钟时间采用了7个连续不断的15曝光

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  • This simple photograph by Gordon Gahan shows the power of light to ignite even the most mundane scene-a concrete tunnel-and render it beautifully.

    戈登。加恩拍摄简单的照片里,光线照亮了凡尘俗世普通场景,一条混凝土水渠,并将其美化

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  • To make sure the rendering will have the same dimensions as our piece, on the right side go to Shader Tree > Render and set the width/height of the scene to 3613/5000.

    为了确保渲染的效果图我们图像尺寸相同,执行窗口右侧的 渲染>渲染设置高度和宽度3613和5000 。

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  • Let's say you have just updated your gamestate for the 10Th time, and now you are going to render the scene.

    假设刚刚更新了游戏状态,如今需要渲染这个场景

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  • You will also learn some more advanced lighting techniques and learn how to add atmosphere to your scene and render out a final image.

    学习一些先进照明技术学习如何添加气氛场景,并给出最终的图像。

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  • David Mitchell then moves on to show us how to texture, light and render an interior scene.

    大卫·米切尔然后移动我们展示如何质地重量轻使室内场景

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  • This article presents a two-pass algorithm to render the scene including participating media, and this algorithm is an expansion of the rendering to solid objects with photon mapping.

    本文依据光子映射实体物体渲染,将其扩展包含参与介质场景渲染为此提出了个两路的渲染算法

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  • Next came a very impotent stage in the process in which I prepared models to act as the small and medium details to be spread all around my scene to achieve a realistic look in the final render.

    接下来的渲染过程比较简单,准备好的细节模型散布场景使最终渲染效果看上去真实。

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  • An optimized shadow volume algorithm was developed to render shadow in large-scale scene.

    为解决大规模场景绘制实时阴影的问题,提出优化的阴影算法

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  • Then all you have to do is set up your scene and render...

    然后需要就是设置场景渲染了。

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  • Tone mapping is performed in two places within the code: once in Render as part of the final shader pass to compose the glare textures onto the scene, and once as part of the bright-pass filter.

    色调映射执行代码渲染作为最终着色器一部分传给合成耀光纹理场景中,一处是作为光亮过滤器的一部分。

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  • Now all the objects in the scene will have this material, so this function is great to test lighting with a clay render. Later we will turn this function off.

    现在场景所有物体这个材质了,这个功能测试灯光非常好的关掉按F9来看看测试结果。

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  • Facing the enormous scene data, How to render the scene with better effect and more efficiently, is the main problem in virtual landscape technology on PC.

    面对场景庞大数据量,如何更好效果更高的效率表现场景,景观微机虚拟技术面临的主要问题

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  • Discover the complete workflow of setting up lighting in a nature scene. And then learn how to bake lighting for a blazing fast render.

    发现自然风光设置照明完整工作流然后学习如何照明一个速度极渲染

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  • Go behind the scenes and discover how to animate a campaign logo with a 2d style, create more depth with a 3d set extension and how to set up and render a scene as a 360 degree Virtual Reality video.

    幕后探索如何使用2d风格广告活动标志设计动画,使用3d集合扩展功能创造更多深度以及如何将场景设置渲染360虚拟现实视频

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  • We're then able to begin to build up our scene states for render pass creation and take our final render passes into comp.

    然后我们可以开始建立渲染通道创建场景状态最终的渲染传递comp

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  • In part two of this tutorial, I show you how to set up the textures and the lights in this scene to prepare it for render.

    教程第二部分告诉如何场景的渲染准备设置灯光纹理

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  • We study a lot of classic algorithm about the large-scale complex scenery. In this case, we bring about an advanced volumetric rendering algorithm to render the scene.

    本文研究大量复杂场景绘制经典算法,并前人研究成果的基础上,提出改进的体纹理算法,实现大规模草地的实时绘制。

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  • Learn how to model objects, extrude shapes, animate the model and the camera in your scene, apply lighting and materials, and render out a fully realized 3d animation.

    学习如何建立对象挤出形状动画模型场景中的摄像机照明材料渲染完全实现动画

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  • Learn how to model objects, extrude shapes, animate the model and the camera in your scene, apply lighting and materials, and render out a fully realized 3d animation.

    学习如何建立对象挤出形状动画模型场景中的摄像机照明材料渲染完全实现动画

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