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  • * fix {{BugReport|29957}}: texture generated mapping works as global with cloth modifier - {{Commit|43732}} * fix {{BugReport|29836}}: stress not working as input for displacement texture. - {{Commit|43302}}
    21キロバイト (2,808 語) - 2018年6月29日 (金) 05:44
  • …ic array much like MDisps.disps, except it's a bitmap rather than float[3] displacement vectors. …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
  • * Fix drivers and shape keys not handling subframes / frame mapping properly ({{Commit|54122}}) * Fix {{BugReport|33740}}: Incorecct UV mapping from camera view ({{Commit|54203}})
    28キロバイト (3,416 語) - 2018年6月29日 (金) 05:53
  • Usage of this baker is very much the same as usage of the Normals/Displacement multires baker, just that the bake mode should be set to Ambient Occlusion. …uired to bake to, and the mesh does not need any [[Doc:2.6/Manual/Textures/Mapping/UV|UV coordinates]]. However, the quality of the bake will depend on the re
    5キロバイト (720 語) - 2018年6月29日 (金) 05:51
  • * Fix {{BugReport|34772}}: Incorrect aspect for tex mapping from camera view. ({{Commit|55606}}) * Fix {{BugReport|34992}}: OpenGL Preview Renderer: Displacement Modifier with Noise Texture not working. ({{Commit|56073}})
    30キロバイト (3,683 語) - 2018年6月29日 (金) 05:54
  • * Fix for displacement bake buffer might be allocated twice. ({{Commit|60256}}) * Fix for margin which didn't work properly with normalized displacement baking. ({{Commit|60257}})
    30キロバイト (3,644 語) - 2018年6月29日 (金) 06:04
  • * Fix {{BugReport|38328}}: GLSL display shows texture mapping completely messed up in some cases ({{GitCommit|1234831}}) * Fix {{BugReport|37541}}: Multires not reading external displacement file after entering edit mode ({{GitCommit|5102a02}})
    64キロバイト (8,580 語) - 2018年6月29日 (金) 06:07
  • …or displace node regression: was adding a (0.5, 0.5) offset, even for zero displacement ({{Commit|ef51b69}}) * Fix {{BugReport|39942}}: Displacement of group instance objects when switching to textured viewport shading. ({{G
    40キロバイト (5,177 語) - 2018年6月29日 (金) 06:08
  • …ers based in a real world context to control procedural textures and their mapping. Example: Brick Texture Node. I know the size of the bricks and the mortar …ful. Repeating textures cause problems especially with animated and offset displacement maps.
    7キロバイト (1,189 語) - 2018年6月29日 (金) 05:44
  • * Using displacement texture + use normal from same texture gives unpredictable results. ({{BugR * Texture nodes disabled for displacement now, conflict in using it with render (needs owner for stack).
    8キロバイト (1,019 語) - 2018年6月29日 (金) 04:42
  • * Constructive modifier kills generated UV mapping on bevelled curves, see {{BugReport|27411}} ** Consistent brush texture mapping across paint modes (sculpt/tex paint/proj paint).
    24キロバイト (3,198 語) - 2018年6月29日 (金) 03:43
  • * Progressive Photon Mapping * Stochastic Progressive Photon Mapping
    6キロバイト (744 語) - 2018年6月29日 (金) 04:43
  • …ra support], viewport update for displacement shader changes, new (vector) displacement nodes. A memory cache maybe be added as well. Not all these features are re * [https://developer.blender.org/D2921 '''UDIM textures'''] for mapping multiple high resolution textures to one model. This is implemented in the
    6キロバイト (953 語) - 2018年6月29日 (金) 05:45
  • ** Material density output (like displacement) ** Gradient of density field = normal, compute like bump mapping
    907バイト (125 語) - 2018年6月29日 (金) 05:57
  • '''Mapping''' :[[Doc:2.6/Manual/Textures/Mapping|Mapping options]]
    46キロバイト (5,663 語) - 2018年6月29日 (金) 03:42
  • …elease-logs/blender-234/ Big improvements]: particle interactions, LSCM UV mapping, functional YafRay integration, weighted creases in subdivision surfaces, r …tabilization version], much work behind the scene, normal and displacement mapping improvements.
    21キロバイト (2,950 語) - 2018年6月29日 (金) 03:43
  • …any moment, you can precisely control how much and in which direction the displacement is applied, and much more….<br />See also the ANT Landscape [[Doc:2.6/Man …ick adds onto the current mesh. For a temporary effect, map the texture to Displacement for a render-time effect. In {{Literal|Object}}/{{Literal|Edit}} mode, your
    2キロバイト (270 語) - 2018年6月29日 (金) 04:50
  • :This brush is similar to {{Literal|Draw}}, except that the height of the displacement layer is capped. This creates the appearance of a solid layer being drawn. :Creates a single displacement in the brush shape. Click then drag on mesh to desired location, then relea
    16キロバイト (2,503 語) - 2018年6月29日 (金) 04:48
  • …tensity of a texture. Either procedural or image textures can be used. The displacement can be along a particular local axis, along the vertex normal, or the separ ; {{Literal|Texture}}: The name of the texture from which the displacement for each vertex is derived.
    4キロバイト (643 語) - 2018年6月29日 (金) 04:41
  • …milar to 2d texture maps. The simulator can generate three types of data - displacement, normals, and extra data that is used to calculate wave crest intersections …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.
    9キロバイト (1,407 語) - 2018年6月29日 (金) 04:40

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