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  • address using the technique of environment mapping. Blender's environment mapping renders a
    10キロバイト (1,697 語) - 2018年6月29日 (金) 02:46
  • <center><youtube width="600" height="350">H9OcmvYcmVo</youtube></center> …lipped already, it's possible with GLSL materials to set the Y Size in the Mapping panel to -1 instead.
    5キロバイト (693 語) - 2018年6月29日 (金) 05:50
  • …cope handles resize does change width and position.x along with the scopes height ({{Commit|51730}}) * Fix {{BugReport|33055}}: uv mapping did not use the right image from the material to do aspect ratio correction
    25キロバイト (3,019 語) - 2018年6月29日 (金) 05:51
  • * Fix {{BugReport|38328}}: GLSL display shows texture mapping completely messed up in some cases ({{GitCommit|1234831}}) * Fix {{BugReport|37005}}: Fix crash with Mask tool & "Area" Brush Mapping & "Anchored" Stroke ({{GitCommit|bca37c2}})
    64キロバイト (8,580 語) - 2018年6月29日 (金) 06:07
  • …t|39392}}: Python bindings for geometry.box_pack_2d() return invalid total height ({{Commit|e9a64e2}}) * Fix {{BugReport|40325}}: UILists do not save their height anymore. ({{GitCommit|01f5845}})
    40キロバイト (5,177 語) - 2018年6月29日 (金) 06:08
  • …al|Flatten}} brush finds an 'area plane' located by default at the average height above/below the vertices within the brush area. The vertices are then pull :This brush is similar to {{Literal|Draw}}, except that the height of the displacement layer is capped. This creates the appearance of a solid
    16キロバイト (2,503 語) - 2018年6月29日 (金) 04:48
  • …is completely overridden with the ocean grid. A UV channel is also added, mapping the [0.0,1.0] UV space to the simulation grid. …overall scale control for the amplitude of the waves. It approximates the height or depth of the waves above or below zero. Rather than just scaling the oce
    9キロバイト (1,407 語) - 2018年6月29日 (金) 04:40
  • …o looking at the center of the image using the default environment texture mapping. …tortion to simulate anamorphic lens. The {{Literal|Aperture Ratio}} is the height by the width of the bokeh and allows for non-circular bokehs.
    4キロバイト (548 語) - 2018年6月29日 (金) 04:46
  • …|Normal}}: Shading normal at the surface (includes smooth normals and bump mapping). Generate a perturbed normal from a height texture, for bump mapping. The height value will be sampled at the shading point and two nearby points on the sur
    13キロバイト (1,927 語) - 2018年6月29日 (金) 04:46
  • …for mapping the textures. {{Literal|Flat}} will use the XY coordinates for mapping. {{Literal|Box}} will map the image to the 6 sides of a virtual box, based ; {{Literal|Projection Blend}}: For Box mapping, the amount to blend between sides of the box, to get rid of sharp transiti
    9キロバイト (1,328 語) - 2018年6月29日 (金) 04:46
  • {{Page/Header|2.5|Doc:2.5/Manual/Textures/Options/Mapping|Doc:2.5/Manual/Textures/Maps/Displacement Maps}} …mp maps''': These are textures that store an '''intensity''', the relative height of pixels from the viewpoint of the camera. The pixels seem to be moved by
    4キロバイト (747 語) - 2018年6月29日 (金) 04:41
  • …[Doc:2.6/Manual/Textures/Influence/Material/Bump and Normal|Normal or Bump mapping]], where the shading is distorted to give an illusion of a bump (discussed [[Category:Displacement mapping]]
    5キロバイト (695 語) - 2018年6月29日 (金) 04:41
  • …know where on the mesh you are painting. You may also need to test your UV mapping with a test image. This section covers how to export an outline of your UV The image is an outline of the UV face mapping. Activating the tool brings up the File Browser Window with options for sav
    13キロバイト (2,262 語) - 2018年6月29日 (金) 04:44
  • …pplied: {{Literal|Image}}, {{Literal|Image Sampling}}, and {{Literal|Image Mapping}}. …ile textures, it is very important that you have [[Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping|Mapped the UVs]] of the mesh, and they are laid out appropria
    30キロバイト (5,010 語) - 2018年6月29日 (金) 04:40
  • …now move the mouse toward Gus he should become thinner but remain the same height. * Set the {{Literal|Mapping}} and {{Literal|Influence}} panel of the {{Literal|Texture}} context as in
    36キロバイト (5,894 語) - 2018年6月29日 (金) 03:45
  • == Bump Mapping == …isplacement Mapping]] and [[Doc:Reference/Glossary/N#Normal Mapping|Normal Mapping]].
    896バイト (145 語) - 2018年6月29日 (金) 04:38
  • [[Category:Displacement mapping]] [[Category:Height mapping]]
    7キロバイト (151 語) - 2018年6月29日 (金) 05:55
  • equal to 3 blender units, which is equal to the height of the camera over Note both the {{Literal|Refl}} mapping and the
    8キロバイト (1,263 語) - 2018年6月29日 (金) 02:48
  • * Optimize Bones < - > Vertex Group mapping The width and height of the image must be non-negative powers of two,
    10キロバイト (1,405 語) - 2018年6月29日 (金) 02:53
  • …rdinates using the mouse to interactivly set the mapping origin, width and height. You'll need to do 3 mouse clicks ({{shortcut|lmb}}) to execute the mapping, at any time use {{shortcut|rmb}} to cancel.
    2キロバイト (257 語) - 2018年6月29日 (金) 02:50

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