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  • {{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
  • …ode>: set up material for shading a given point, evaluating textures, bump mapping, and other things that do not depend on the light vector. The material can also be used to evaluate displacement:
    8キロバイト (1,401 語) - 2018年6月29日 (金) 03:46
  • …nodes, that determines how a specific part of the material (surface/volume/displacement) reacts. It has an output node that defines a bxdf, or other more specific The texture node would be able to contain more than one texture and mapping information, to create a small texture stack.
    9キロバイト (1,503 語) - 2018年6月29日 (金) 03:44
  • * Displacement and bump mapping using nodes.
    4キロバイト (635 語) - 2018年6月29日 (金) 03:45
  • …tangenti non hanno derivati, così il filtraggio della texture e il ''bump mapping'' non lavorano quando li usi come coordinate della texture. ** Cambiamenti dello shader per il ''displacement''
    2キロバイト (320 語) - 2018年6月29日 (金) 04:52
  • …ditional brush options, multiple layers support, better brush UI, and easy displacement map creation. …''PTex texture mapping library'''. This would be used for storing multires displacement and painted textures, and would need to be integrated as part of the multir
    6キロバイト (896 語) - 2018年6月29日 (金) 03:46
  • * Per BSDF bump mapping * Displacement (incomplete)
    16キロバイト (2,588 語) - 2018年6月29日 (金) 05:48
  • …ix for bug #12077: tangent shading (which only affects specular) made bump mapping not work for diffuse.</s> if the displacement texture has IPOs, is a plugin, or uses an animated image.
    39キロバイト (6,042 語) - 2018年6月29日 (金) 02:54
  • …jects.blender.org/tracker/index.php?func=detail&aid=26873 #26873] Animated displacement modifier on an object doesn't work with hair particle objects - [http://pro …/index.php?func=detail&aid=27854 #27854] Collada import doesn't handle UVW mapping - [http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revi
    35キロバイト (5,347 語) - 2018年6月29日 (金) 04:44
  • * 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
  • …ly sculpted mesh and bake its normals. Save that normal map, and {{Literal|Mapping}} (texture settings) the UV of a similarly unwrapped low-resolution mesh. T [[File:25-Manual-Render-Bake-Disp.png|thumb|329px|{{Literal|Displacement}}]]
    8キロバイト (1,170 語) - 2018年6月29日 (金) 04:41
  • …the appearance of the surface of the mesh, the volume inside the mesh, and displacement of the surface of the mesh. ==[[/Displacement|'''Displacement''']]==
    3キロバイト (471 語) - 2018年6月29日 (金) 04:46
  • =Displacement= …shape of the surface and the volume inside its mesh may be altered by the displacement shaders. This way, textures can then be used to make the mesh surface more
    2キロバイト (290 語) - 2018年6月29日 (金) 04:46
  • …t in the case of the [[Doc:2.6/Manual/Render/Cycles/Materials/Displacement|Displacement]] of a Material Output. …or actual subdivided [[Doc:2.6/Manual/Render/Cycles/Materials/Displacement|Displacement]]
    1キロバイト (164 語) - 2018年6月29日 (金) 05:57
  • *# Turn off {{Literal|Environment Mapping}}. *# Baking Normals or Displacement does not speed up render time, and are used for other things.
    13キロバイト (2,177 語) - 2018年6月29日 (金) 04:51
  • {{Page/Header|2.5|Doc:2.5/Manual/Textures/Options/Mapping|Doc:2.5/Manual/Textures/Maps/Bump and Normal Maps}} …normal. This is used to fake surface imperfections or unevenness via bump mapping, or to create reliefs.
    6キロバイト (828 語) - 2018年6月29日 (金) 04:41
  • …r|2.5|Doc:2.5/Manual/Textures/Options/Mapping|Doc:2.5/Manual/Textures/Maps/Displacement Maps}} …tance in the direction of the face normals. (The "bump" consists only of a displacement, which takes place along the existing, and unchanged, normal-vector of the
    4キロバイト (747 語) - 2018年6月29日 (金) 04:41
  • = Displacement Maps = …distorted to give an illusion of a bump (discussed on the previous page), Displacement Maps create real bumps, creases, ridges, etc in the actual mesh. Thus, the
    5キロバイト (695 語) - 2018年6月29日 (金) 04:41
  • {{Page/Header|2.5x|Doc:2.5/Manual/Textures/Maps/Displacement Maps|Doc:2.5/Manual/Textures/UV/Unwrapping_a_Mesh}} = UV Mapping =
    6キロバイト (1,068 語) - 2018年6月29日 (金) 04:44
  • {{Page/Header|2.5|Doc:2.5/Manual/Textures/Options/Mapping|Doc:2.5/Manual/Textures/Maps/Bump and Normal Maps}} = Texture Mapping =
    6キロバイト (829 語) - 2018年6月29日 (金) 04:48
  • …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
  • == 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
  • == Displacement Mapping == …ich will be moved by the displacement. This makes it much slower than Bump Mapping, as there need to be many more faces to render, but it is much more realist
    519バイト (89 語) - 2018年6月29日 (金) 04:38
  • == Mapping == …ormal Mapping]], [[#Texture Mapping|Texture Mapping]] and [[#UV Mapping|UV Mapping]]
    325バイト (35 語) - 2018年6月29日 (金) 04:38
  • …t affect the shape of your mesh, and is used to add detail to displacement mapping or render-time radiosity, both of which operate on a per-vertex basis. The
    816バイト (120 語) - 2018年6月29日 (金) 04:38
  • |{{section|Mapping |[[Doc:JA/2.4/Manual/Textures/Mapping|Mapping]]
    39キロバイト (4,577 語) - 2018年6月29日 (金) 04:41
  • :[[Doc:JA/2.6/Manual/Textures/Mapping/UV/Unwrapping|UV/画像エディタ]] :[[Doc:JA/2.6/Manual/Textures/Mapping|マッピングオプション]]
    59キロバイト (5,766 語) - 2018年6月29日 (金) 04:40
  • …tabilization version], much work behind the scene, normal and displacement mapping improvements.
    13キロバイト (826 語) - 2018年6月29日 (金) 04:42
  • [[File:25-Manual-Render-Bake-Disp.png|thumb|329px|{{Literal|Displacement}}]] === Displacement ===
    11キロバイト (244 語) - 2018年6月29日 (金) 05:56
  • 2キロバイト (33 語) - 2018年6月29日 (金) 05:46
  • {{Page/Header|2.5|Doc:JA/2.5/Manual/Textures/Options/Mapping|Doc:JA/2.5/Manual/Textures/Maps/Bump and Normal Maps}} …: いわゆる bump mapping で、面の法線方向を変えます。bump mapping を通じて擬似的にキズや凸凹を作ったり、浮き彫りを作
    8キロバイト (296 語) - 2018年6月29日 (金) 05:55
  • …Doc:JA/2.5/Manual/Textures/Options/Mapping|Doc:JA/2.5/Manual/Textures/Maps/Displacement Maps}} …適用する方法について、詳しくは [[Doc:JA/2.6/Manual/Textures/Mapping|テクスチャマッピングの章]] を調べてみてください。バ
    6キロバイト (127 語) - 2018年6月29日 (金) 05:55
  • = Displacement Maps = [[Category:Displacement mapping]]
    7キロバイト (151 語) - 2018年6月29日 (金) 05:55
  • {{Page/Header|2.6x|Doc:JA/2.6/Manual/Textures/Maps/Displacement Maps|Doc:JA/2.6/Manual/Textures/UV/Unwrapping_a_Mesh}} = UV Mapping =
    7キロバイト (180 語) - 2018年6月29日 (金) 05:54
  • …パネル {{Literal|Image}}、{{Literal|Image Sampling}}、{{Literal|Image Mapping}}(画像/画像サンプリング/画像マッピング)が表示され
    40キロバイト (880 語) - 2018年6月29日 (金) 05:55
  • #REDIRECT [[Doc:Glossary/Displacement Mapping]]
    47バイト (5 語) - 2018年6月29日 (金) 04:47
  • * Displacement Mapping …tp://cg.cs.tsinghua.edu.cn/~shimin/pdf/esr_wx.pdf Generalized Displacement Mapping]
    2キロバイト (257 語) - 2018年6月29日 (金) 02:45
  • ** Blender and Displacement Mapping
    8キロバイト (1,247 語) - 2018年6月29日 (金) 02:46
  • …h, apply modifiers for detail, create and modify textures for displacement mapping, and be able to create and modify materials and procedural textures for the …ery different from the others. In such cases it is advisable to use scaled displacement textures. However, the textures are scaled independently in the X, Y, and Z
    13キロバイト (2,159 語) - 2018年6月29日 (金) 05:57
  • …h, apply modifiers for detail, create and modify textures for displacement mapping, and be able to create and modify materials and procedural textures for the …ery different from the others. In such cases it is advisable to use scaled displacement textures. However, the textures are scaled independently in the X, Y, and Z
    13キロバイト (2,130 語) - 2018年6月29日 (金) 04:44
  • * HDRI environment mapping …blurry reflections(uberpov), ghosting for motion blur(uberpov), micropoly displacement (HGPOV) etc.
    40キロバイト (5,906 語) - 2018年6月29日 (金) 04:40
  • Materials and texturing in Blender from the basics up to but not including UV mapping. To help make this interesting I propose that the trainee will produce 2 sp **Orientation via mapping Type
    3キロバイト (513 語) - 2018年6月29日 (金) 02:47
  • …tabilization version], much work behind the scene, normal and displacement mapping improvements.
    13キロバイト (826 語) - 2018年6月29日 (金) 04:42