• 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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  • 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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  • 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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  • 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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  • Since we have the scene ready with basic materials we can now start working with lighting and render setup, which is always the best part of work.

    因为我们准备好了基本材质场景现在可以开始灯光渲染设置总是工作最棒一部分

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  • In this render, I turned off our omni lights and as you can see the scene looks pretty good.

    这个渲染中,关闭泛光灯但是可以看出场景看上去更漂亮了。

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  • This render mode places UI elements on the screen rendered on top of the scene.

    这个渲染模式UI元素放置屏幕上在场景最上方

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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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  • Lights and shadows of your scene will make all the difference about how your hair's gonna render.

    场景中的灯光阴影决定头发渲染出来什么样。

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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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  • 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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  • Result of the base pass is Z buffer filled with scene contents and Render Texture with normals & specular power.

    基本渲染结果被屏幕内容满的Z缓冲和带有法线高光强度的渲染纹理。

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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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  • The wave modeling is a very important field of virtual ocean scene, usually, people need fast render speed, meanwhile, the scene should be as really as possible.

    虚拟海洋场景中,海浪建模一个非常重要方面通常的虚拟场景要求海浪渲染速度快,而且具有相当的准确性。

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  • Combining the methods of classified modeling and special modeling we constitute the large-scale complex urban IR scene and render the IR images of urban scene at various time.

    采用分类建模特殊建模相结合方法构建大规模复杂城市场景红外模型,绘制出不同时刻城市复杂场景红外成像图

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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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  • So, after setting up the scene, I immediately hit the render button, and this is what will pop up.

    所以设置场景之后,立即点击了渲染按钮。

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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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  • With the High Dynamic Range (HDR) rendering, we can render synthesized scene objects into real environments, with out method.

    利用动态范围(HDR)渲染,采用本文提出的方法可以合成场景实时渲染真实的环境中去。

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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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  • 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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  • 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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  • 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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  • I used almost the same render Settings for all of the scenes except the fog scene.

    使用场景除了现场几乎所有相同渲染设置

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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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  • Unlike traditional 3d computer graphics in which 3d geometry of the scene is known, image-based rendering techniques render novel views directly from input images.

    基于图像绘制技术不同于已知场景建立的3d计算机图形利用输入的图片进行渲染

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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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  • 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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