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  • In a word, we lack ''reflections''. This is the sort of complexity that the eye expects to see from shiny reflections.
    10キロバイト (1,697 語) - 2018年6月29日 (金) 02:46
  • |#922 || Spot Halos not visible in reflections || || || Render
    17キロバイト (2,086 語) - 2018年6月29日 (金) 02:45
  • |[[Doc:2.6/Manual/Materials/Properties/Raytraced Reflections|Raytraced Reflections]]
    46キロバイト (5,276 語) - 2018年6月29日 (金) 05:50
  • : This is why highlights blow out unrealistically, why reflections look wrong, why you can't seem to be able to use physically correct lights
    14キロバイト (2,334 語) - 2018年6月29日 (金) 03:41
  • Another weak point is that it does not work well with raytraced reflections/refractions currently. Only samples directly visible are inserted into the
    3キロバイト (550 語) - 2018年6月29日 (金) 04:38
  • Diffuse raytraced reflections now have the option to use the full BRDF or assuming lambert shading. When Point based diffuse reflections assume Lambert shading still, using full BRDF's here would require a differ
    8キロバイト (1,401 語) - 2018年6月29日 (金) 03:46
  • …Glossy]] option: When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a goo
    6キロバイト (852 語) - 2018年6月29日 (金) 05:49
  • …ackground lighting. This helps reduce noise for big lamps and sharp glossy reflections, at the cost of samples rendering a bit slower. There is currently no way t
    3キロバイト (417 語) - 2018年6月29日 (金) 05:51
  • * Known issue since 2.3x: Raytraced shadows or reflections don't show up in Environment Maps. Postponed to 2.6 as well.
    8キロバイト (1,019 語) - 2018年6月29日 (金) 04:42
  • …cer will correctly reflect rays back into the object in such cases. These reflections still count against the raytransp depth you can set for the material, not a …missivity-2.jpg|none|frame|Glass Blocks Ignore Transmissivity and Internal Reflections]]
    6キロバイト (1,013 語) - 2018年6月29日 (金) 02:46
  • …interact well with the Filter Glossy setting, turning glossy into diffuse reflections after a blurry reflection to make it possible to cache them. And it would b …s: does there exist a good method to antialias specular highlights? If the reflections are very sharp it could be useful to make them a bit softer and avoid alias
    5キロバイト (775 語) - 2018年6月29日 (金) 05:50
  • ** Does not give you motion blurred shadows or reflections * Only camera visible or shaders visible through sharp reflections or refractions need to be accurate
    11キロバイト (1,795 語) - 2018年6月29日 (金) 06:08
  • …ain level around pass 600 however even after the complete 1000 passes, the reflections of the little blue lights on the front bumper are still very grainy. After
    3キロバイト (498 語) - 2018年6月29日 (金) 04:43
  • #REDIRECT [[Doc:2.6/Manual/Materials/Properties/Raytraced Reflections]]
    71バイト (7 語) - 2018年6月29日 (金) 04:52
  • …ual/Composite Nodes/Types/Vector|Vector]] - Manipulate the intensities and reflections of an image
    1キロバイト (196 語) - 2018年6月29日 (金) 04:43
  • : to fake some performance-heavy processes, like blurry refractions/reflections, soft shadows,
    21キロバイト (3,432 語) - 2018年6月29日 (金) 04:44
  • …oth, a seamless and non-intrusive physics cache, rendering improvements in reflections, AO, and render baking; a mesh deform modifier for muscles and such, better
    21キロバイト (2,950 語) - 2018年6月29日 (金) 03:43
  • Atmosphere shading currently works incorrectly in reflections and refractions and is only supported for solid shaded surfaces. This will
    15キロバイト (2,022 語) - 2018年6月29日 (金) 04:42
  • …nal ray tracer, other (more advanced) phenomena could occur. In ray-traced reflections, the point of a surface struck by a light ray will return the color of its
    6キロバイト (1,002 語) - 2018年6月29日 (金) 04:39
  • :Specularity simulates reflections of light sources, that are often sharp, bright spots. You can set the color === [[Doc:2.6/Manual/Materials/Properties/Raytraced Reflections|Mirror]] ===
    10キロバイト (1,514 語) - 2018年6月29日 (金) 04:39

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