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  • UV Mapping is done in Blender within the [[Doc:Reference/Windows/UV-Image|UV/Image Edi …ial panel, enable {{Literal|TexFace}}. This way is quick, but bypasses the normal rendering system for fast results, but results which do not respect transpa
    39キロバイト (6,968 語) - 2018年6月29日 (金) 02:53
  • {{Page/Header|2.31|Manual/PartIV/Bump and Normal Maps|Manual/PartIV/Displacement Maps}} address using the technique of environment mapping.
    10キロバイト (1,697 語) - 2018年6月29日 (金) 02:46
  • |[[Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping|UV/Image Editor]] |{{section|Mapping
    46キロバイト (5,276 語) - 2018年6月29日 (金) 05:50
  • ** ''Fireworks'': Target particles are emitted upwards with normal gravity. Reactor particles are set to emit from particles with random initi ** ''Raindrops'': Reactor particles are on the ground plane with normal and reactor velocity. Target particles fall from above and collide with the
    31キロバイト (4,752 語) - 2018年6月29日 (金) 02:51
  • …terators for collections, array length, limits, etc, and rules for how the mapping works are explained in the next section. …s like "No Vertex Normal Flip", in that case change the boolean to "Vertex Normal Flip".
    15キロバイト (2,529 語) - 2018年6月29日 (金) 03:37
  • …ranch, I'd like to port that over to trunk. Note that this is not the Flip Normal tool in mesh edit mode, it is a rendering option. ::Alternatively this could be moved to the texture mapping panel, at least then it becomes clear what it is used for.
    21キロバイト (3,530 語) - 2018年6月29日 (金) 04:38
  • '''International Keyboard mapping''' - Should get normal scroll bars
    8キロバイト (1,300 語) - 2018年6月29日 (金) 03:40
  • …ode>: set up material for shading a given point, evaluating textures, bump mapping, and other things that do not depend on the light vector. …ives the physically correct result and should work well combined with tone mapping.
    8キロバイト (1,401 語) - 2018年6月29日 (金) 03:46
  • The texture node would be able to contain more than one texture and mapping information, to create a small texture stack. * BXDF applied to averaged direction (bent normal)
    9キロバイト (1,503 語) - 2018年6月29日 (金) 03:44
  • …for things like AO. Also for example the texture derivatives code for bump mapping could benefit from a more generic system to retrieve derivatives. It would An idea was to use a reflection coordinate system (normal and two tangents) for shading, because it simplifies computations. I'm not
    6キロバイト (961 語) - 2018年6月29日 (金) 03:44
  • Silvio Falcinelli added support for UV mapping and Maurice Raybaud worked mostly on the shading area. =texture (pigment+normal+finish)=
    17キロバイト (2,627 語) - 2018年6月29日 (金) 06:06
  • …ノードは、ベクトル(Vector)・ポイント(Point)・ノーマル(Normal)を、ワールド⇔オブジェクト⇔カメラ座標空間に変換し …ャ(Texture)、ポイント(Point)、ベクトル(Vector)、ノーマル(Normal)が指定可能です。ポイントは従来の挙動で、テクスチャ
    5キロバイト (128 語) - 2018年6月29日 (金) 06:04
  • Silvio Falcinelli added support for UV mapping and Maurice Raybaud worked mostly on the shading area. =texture (pigment+normal+finish)=
    14キロバイト (2,174 語) - 2018年6月29日 (金) 04:40
  • …f you are using an image texture. It makes sense to auto select UV as the mapping type when an image texture is loaded. …s depressed. While showing, mouse activation of panel buttons operates as normal. If data entry is needed a double tap of the key could lock it on screen,
    8キロバイト (1,374 語) - 2018年6月29日 (金) 06:05
  • …ix for bug #12077: tangent shading (which only affects specular) made bump mapping not work for diffuse.</s> * [#17298] <s>surface normal direction compensation for objects with negative scale in rendering with ra
    39キロバイト (6,042 語) - 2018年6月29日 (金) 02:54
  • * fix #28551: Select similar by normals ignores z component of normal angles - r40015 * fix: UI jump in normal buttons for buttons on first press - r41024
    15キロバイト (2,292 語) - 2018年6月29日 (金) 04:46
  • …x group jittering when the object Y axis is colinear with the vertex group normal. - {{Commit|43777}} * fix {{BugReport|29957}}: texture generated mapping works as global with cloth modifier - {{Commit|43732}}
    21キロバイト (2,808 語) - 2018年6月29日 (金) 05:44
  • …proved bump quality. To use, "best quality" must be set as method for bump mapping under texture options, and the graphics card must support OpenGL 3.0 or lat * Improved computation of sculpting center and normal - {{Commit|42683}}
    9キロバイト (1,270 語) - 2018年6月29日 (金) 05:44
  • …ap modes, better conversion of mapping targets, export of specular/opacity/normal maps. - {{Commit|3293|bf-extensions}}
    3キロバイト (429 語) - 2018年6月29日 (金) 05:48
  • …moving coordinate/normal data from the VBO would require yet another index mapping container in order to do buffer updates, which seems counterproductive.)
    2キロバイト (293 語) - 2018年6月29日 (金) 05:48

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