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  • …nder will add those new faces for you. In this fashion, you can use the UV Texture image to guide additional geometry changes. …thumb|650px||center|The {{Literal|Material and Texture}} panels using a UV Texture.]]
    39キロバイト (6,968 語) - 2018年6月29日 (金) 02:53
  • …/Header|2.31|Manual/PartIV/Bump and Normal Maps|Manual/PartIV/Displacement Maps}} [[Doc:Manual/Textures/Types/Environment Maps|A newer version of this section is available.]]
    10キロバイト (1,697 語) - 2018年6月29日 (金) 02:46
  • {{Page/Header||Manual/PartIV/Texture Channels|Manual/PartIV/UV Mapping}} Procedural textures are defined in 3D space and to recover the texture value at a given point of the surface the point coordinate in 3D space are
    3キロバイト (490 語) - 2018年6月29日 (金) 02:45
  • |#1044 || Access packed texture data || || || Core |#579 || Copy /Paste Functions in Texture Window || || || Interface
    17キロバイト (2,086 語) - 2018年6月29日 (金) 02:45
  • |[[Doc:2.6/Manual/Textures/Assigning_a_Texture|Assigning a Texture]] |{{section|Texture Types
    46キロバイト (5,276 語) - 2018年6月29日 (金) 05:50
  • * Texture and sequencer plugins: obviously plugins are useful, but it's possible to m …eful, but if you want something that actually looks good, you should use a texture.
    21キロバイト (3,530 語) - 2018年6月29日 (金) 04:38
  • …fault map and then editing all options you'd like to have. The default key maps will always be unaltered and available to use. Creating and changing key maps will be fully accessible via Python.<br>
    8キロバイト (1,300 語) - 2018年6月29日 (金) 03:40
  • * Packed texture files need to be unpacked. -Added texture gamma adjustment ("gamma n.n" keyword per image_map in pov syntax)
    17キロバイト (2,627 語) - 2018年6月29日 (金) 06:06
  • -Ajout d'une option de pré correction gamma par texture (gamma n.n par image_map dans la syntaxe de POV) -Tangent space normal maps pov macro ou built in.
    2キロバイト (277 語) - 2018年6月29日 (金) 04:40
  • -Ajout d'une option de pré correction gamma par texture (gamma n.n par image_map dans la syntaxe de POV) -Tangent space normal maps pov macro ou built in.
    2キロバイト (280 語) - 2018年6月29日 (金) 05:56
  • * Le coordinate della texture di sfondo della finestra sono sbagliate in modalità ortografica. * Le coordinate generate della texture non sono calcolate dalla mesh non deformazta.
    2キロバイト (320 語) - 2018年6月29日 (金) 04:52
  • * ユーザインターフェイス内の UV (Texture) Layer を UV Maps にリネーム - {{Commit|42098}} * ノードのミュートが Shader と Texture ノード、ノードグループ内部でも動作するように - {{Comm
    7キロバイト (207 語) - 2018年6月29日 (金) 04:51
  • * Packed texture files need to be unpacked. -Added texture gamma adjustment ("gamma n.n" keyword per image_map in pov syntax)
    14キロバイト (2,174 語) - 2018年6月29日 (金) 04:40
  • …g improvements, to achieve real tangent space normal maps, and bake normal maps out of higher resolution meshes. * Improve 3D texture paint
    9キロバイト (1,445 語) - 2018年6月29日 (金) 02:51
  • …performance''' - reduce memory consumption/slowness when baking to normal maps and other baking of sculpt detail. http://www.blendercookie.com/2010/06/3 …search paper] presents an algorithm for "stitching" together duplicated 3D texture patches into one continuous mesh, while correcting for deformation introduc
    16キロバイト (2,563 語) - 2018年6月29日 (金) 04:41
  • * better support for texture atlases * texture layers (ie as in gimp) *****
    14キロバイト (1,916 語) - 2018年6月29日 (金) 05:48
  • *Tiled alphas (use in texture mode and in sculpt mode) *Tiled textures (use in texture mode and in sculpt mode)
    5キロバイト (831 語) - 2018年6月29日 (金) 06:06
  • …t need to alter the rotation or the translation of a mesh while working in texture paint mode for example. They wouldnt need to access the "Motion tracking" p …wasting space to display a lot of irrelevant information when the user is texture painting for example. The properties editor is rarely accessed to set a cus
    9キロバイト (1,530 語) - 2018年6月29日 (金) 06:07
  • * <s>Ipo Editor would not allow access to either World or Lamp texture Ipos. Now it does. Fixes bug #17379.</s> 1. Fix to read library_effects/.../transparent's texture
    39キロバイト (6,042 語) - 2018年6月29日 (金) 02:54
  • …ly-throughs, and new shading nodes for color correction and a checkerboard texture node.
    4キロバイト (646 語) - 2018年6月29日 (金) 05:44
  • Rendering of more complex environment maps is much less noisy when enabling the new [[Doc:2.6/Manual/Render/Cycles/Int A Checker texture nodes can be used to easily generate checkerboards. - {{Commit|43223}}
    3キロバイト (484 語) - 2018年6月29日 (金) 05:46
  • ==== Bump and Derivative Maps ==== …ality. 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 later. The filter
    9キロバイト (1,270 語) - 2018年6月29日 (金) 05:44
  • …s, better conversion of mapping targets, export of specular/opacity/normal maps. - {{Commit|3293|bf-extensions}} …port|31039}}, {{BugReport|31040}}: OBJ export adds .blend filename to the texture names. - {{Commit|3291|bf-extensions}}
    3キロバイト (429 語) - 2018年6月29日 (金) 05:48
  • ==== Environment Maps ==== …'float precision textures''', which is particularly useful for environment maps to use HDR images. ({{Commit|44698}})
    3キロバイト (423 語) - 2018年6月29日 (金) 05:48
  • …are light falloff, object info, particle info and brick texture, and image texture nodes can now do blended box mapping and handle image sequences. There is a Lamps and shadows were improved with support for variance shadow maps, shadow color, sun lamp shadows and lamp textures. Non-power of two texture
    7キロバイト (1,000 語) - 2018年6月29日 (金) 05:49
  • * Fix {{BugReport|31446}}: cycles glsl error with empty image texture node ({{Commit|46775}}) * Fix {{BugReport|32404}}: GLSL normal maps using float images were incorrectly getting color managed ({{Commit|50282}}
    49キロバイト (5,977 語) - 2018年6月29日 (金) 05:50
  • …is when working with or baking e.g. normal maps or displacement maps. Such maps do not actually store colors, just data encoded as colors. In such cases th …tored in a linear color space. Some images such as normal, bump or stencil maps do not strictly contain 'colors', and on such values no color space convers
    9キロバイト (1,502 語) - 2018年6月29日 (金) 05:50
  • …also added, which can be useful for creating game assets with baked normal maps. UV texture to vertex color baking was added, the PDB atomic visualization addon was im
    3キロバイト (500 語) - 2018年6月29日 (金) 05:51
  • Here is a simple example shader, using a diffuse BSDF and noise texture ([[:File:Blender2.65_osl_example.blend|download .blend file]]). …al/Render/Cycles/Nodes/More#Normal_Map|Normal Map node]] added. The normal maps used are compatible with those baked by Blender Internal. ({{Commit|51950}}
    7キロバイト (1,057 語) - 2018年6月29日 (金) 05:51
  • Added Map Taper option which if enabled maps affect of taper object on actually beveled part of curve (previously the ef * Map Range node added: this maps a value from a given range to another range. ({{Commit|52214}})
    7キロバイト (1,002 語) - 2018年6月29日 (金) 05:51
  • You can see the fire inside the 3D view preview and the Voxel Data Texture for the Blender Internal has been updated to support the new fire simulator …s. To render smoke with custom colors enable "Reflection Color" inside the texture settings. ([http://vimeo.com/46122175 Video Example])
    2キロバイト (402 語) - 2018年6月29日 (金) 05:51
  • …C2 file formats. A new UV Warp modifier can rotate, scale and translate UV maps on a mesh using objects or bones. The Laplacian smooth modifier now support …ns, profiling and debug information has been cleaned up, and simple shadow maps can now take clipped alpha transparency into account.
    5キロバイト (756 語) - 2018年6月29日 (金) 05:51
  • * Fix {{BugReport|35063}}: GLSL texture node Value output was not outputting alpha. ({{Commit|56267}}) * Fix {{BugReport|34626}}: voxel data texture can't read > 2GB files on Windows. ({{Commit|55247}})
    30キロバイト (3,683 語) - 2018年6月29日 (金) 05:54
  • * Fix {{BugReport|35617}}: cycles GLSL object texture coordinates were wrong. ({{Commit|57231}}) * Fix {{BugReport|34781}}: bge.texture.ImageRender does not show Font object. ({{Commit|57594}})
    34キロバイト (4,060 語) - 2018年6月29日 (金) 05:56
  • * File-selector now maps back and forward history to back and forward buttons on a 5 button mouse. ( * 2D painting now supports texture masks and does masking more consistent with projection painting. ({{Commit|
    2キロバイト (311 語) - 2018年6月29日 (金) 05:56
  • * Fix {{BugReport|36632}}: 3D Viewport does not show textures in "Texture" shading mode. ({{Commit|59740}}) * Fix {{BugReport|27536}}: GLSL object space normal maps have wrong shading. ({{Commit|60261}})
    30キロバイト (3,644 語) - 2018年6月29日 (金) 06:04
  • === Derivative Maps === …aint layer to an image, allowing for effects like baking vertex based dirt maps.
    9キロバイト (1,446 語) - 2018年6月29日 (金) 06:04
  • * Fix {{BugReport|40388}}: 2.70a - Blender Render - Texture Stack - persistent checkbox state. ({{GitCommit|4b15a54}}) * Blender Internal: Fix texture influence panel not showing Displace/Warp sliders for volume materials. ({{
    40キロバイト (5,177 語) - 2018年6月29日 (金) 06:08
  • texture consisting of a head, body and tail, or just a plain left-to-right texture. [[File:Linestyle_texture_panel.jpg|thumb|360px|Texture options in the Render Layers properties context.]]
    7キロバイト (1,165 語) - 2018年6月29日 (金) 06:07
  • * Fix {{BugReport|40364}}: Texture images are not properly displayed in the material preview in BI when using * Fix {{BugReport|40775}}: Clearing material texture slot through Python does not update 3D View render. ({{GitCommit|180a7ac}})
    27キロバイト (3,716 語) - 2018年6月29日 (金) 06:08
  • =Texture Painting= == Texture Slot Support ==
    11キロバイト (1,977 語) - 2018年6月29日 (金) 06:09
  • On nodes like the Image Texture node, allow an option to see the full name of the selected file... Blender Just like the 3D View has modes: Object, Edit, Sculpt, VertexPaint, Texture Paint, Weight Paint modes, the Image Editor Should have modes associated wi
    17キロバイト (2,835 語) - 2018年6月29日 (金) 02:50
  • === Real World Vector and Texture Nodes === …w the starting point of the brick texture on the mesh, but positioning the texture accurately is hit-or-miss. And if I scale one part of the brick, the mortar
    7キロバイト (1,189 語) - 2018年6月29日 (金) 05:44
  • * FBO (frame buffer objects) - useful speed up for video texture, brdf rendering, 2d filters, and 3d glsl shader **Reflect, refract, caustic projecting texture, fresnel etc.
    11キロバイト (1,673 語) - 2018年6月29日 (金) 02:45
  • *Block definitions (SDNA, load/save/create/init/offset maps) Texture has these attributes:
    9キロバイト (1,394 語) - 2018年6月29日 (金) 02:52
  • …combined into a single 'highlight page,' and again you could use specular maps that control both the strength and colour of specularity across the object. …exactly with multiple UV textures if you want to mix specular maps, normal maps, .... in different mixed regions of a object ...--Otomo 20:28, 3 March 2008
    5キロバイト (876 語) - 2018年6月29日 (金) 03:37
  • …s allowing cooperative work on the same file (for example, when you have a texture artist and a modeler working separately). I blieve the plain XML format mak …x differences). It could also have other layers that would show changes to texture etc. There could also be a ipo view to see changes in ipos.
    30キロバイト (5,025 語) - 2018年6月29日 (金) 02:45
  • * Color / texture (texture would be an interesting option to make cool brush effects rather simply.) * Environment maps -- Dependent on: added/removed objects, object transformations, object defo
    24キロバイト (3,956 語) - 2018年6月29日 (金) 02:45
  • zygom - uv texture visible in edit mode monkeyboi - control 'ray mirror' with a texture
    8キロバイト (1,305 語) - 2018年6月29日 (金) 02:45
  • …l window is opened, the user sees only an "Add New" option (similar to the texture panel's default) and selects the template(s) they'd like to use ==Texture Buttons in the Materials Buttons?==
    42キロバイト (7,033 語) - 2018年6月29日 (金) 02:45
  • =Tangent Space Normal Maps= A common misunderstanding about tangent space normal maps is that this representation is somehow asset independent. However, normals
    6キロバイト (1,053 語) - 2018年6月29日 (金) 04:41
  • …basic level of Blender's Data system resides in the files, which directly maps on how it's arranged in memory. Blender data can contain multiple 'scenes'; …ocks, either in arrays or as a List. Here we store the vertices, faces, UV texture coordinates, and so on (blue in picture). These blocks are called Direct Da
    19キロバイト (3,169 語) - 2018年6月29日 (金) 04:44
  • …UV Maps are called "Face Texture". This is not what they are.. they are UV Maps
    13キロバイト (2,026 語) - 2018年6月29日 (金) 04:43
  • * Image Sequence & Movie texture is not being updated on frame advance (using textured solid and multitextur …s using glDrawPixels, making it only support unfiltered zooms. A switch to texture drawing would cause slowdowns though... should be compensated by switching
    11キロバイト (1,622 語) - 2018年6月29日 (金) 03:43
  • maps to be able to adjust them, we should be able to access any and all UV maps for manipulation. === Video Texture ===
    6キロバイト (848 語) - 2018年6月29日 (金) 06:08
  • * Texture nodes have been implemented by recursively (backwards) calling parent nodes …'t render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have script
    8キロバイト (1,019 語) - 2018年6月29日 (金) 04:42
  • ** Consistent brush texture mapping across paint modes (sculpt/tex paint/proj paint). *** Consistent brush options, eg. 'Rake' or 'Anchored' in texture paint.
    24キロバイト (3,198 語) - 2018年6月29日 (金) 03:43
  • …nd extract any data from .blend files, including graphics meshes, embedded texture images, armatures with skeletal animation, rigid body, soft body and constr …hase includes a revised shadow panel, point light shadows, variance shadow maps, shadow cookies, and shadow color. [[User:Kupoman/Harmony_Phase1|See propo
    8キロバイト (1,197 語) - 2018年6月29日 (金) 06:08
  • …culling system for scenes with high polygon count, (hierarchical occlusion maps, lazy occlusion grid, hierarchical frustum culling?) …ld, HDR, etc... Use FBO's for fast rendering to textures. FBO rendering to texture could also be utilized in creating various effects which require render to
    7キロバイト (1,073 語) - 2018年6月29日 (金) 02:52
  • Deep Shadow Maps is a (somewhat slow) technique to render filtered, transparent and volumetr …the lamp's view space, render, then rotate back (this is because otherwise texture coordinates will be invalid). It currently supports polygons and strands,
    4キロバイト (722 語) - 2018年6月29日 (金) 03:37
  • * UV project modifier special mapping for UV maps to avoid distortion. * Support video texture auto-refresh for viewport's Texture and Material shadings, see {{BugReport|40295}}
    3キロバイト (421 語) - 2018年6月29日 (金) 04:43
  • = Texture Workflow = Design proposal for revising the texture editing workflow, there is a separate document about [[../ShadingWorkflow|s
    6キロバイト (1,107 語) - 2018年6月29日 (金) 04:44
  • **Simple automatic seams for e.g. texture baking, port archimapper? The Least Squares Conformal Maps algorithm by itself is relatively simple. It involves solving a system of l
    4キロバイト (638 語) - 2018年6月29日 (金) 02:45
  • * tangent space normal maps - patch already - ton * lightmap/texture baking - ton
    2キロバイト (321 語) - 2018年6月29日 (金) 02:49
  • :[[Doc:2.6/Manual/Textures/Assigning_a_Texture|Assigning a Texture]] '''Texture Types'''
    46キロバイト (5,663 語) - 2018年6月29日 (金) 03:42
  • …two ways, with a greyscale mask (easy to paint, or take from a procedural texture), or with a vector channel or RGB image, such as a normal pass, which will …ent this, we use a moving clouds texture (shot just by rendering the cloud texture on a moving plane) as the displacement map. Now, the colors in a black and
    17キロバイト (2,925 語) - 2018年6月29日 (金) 04:44
  • …The Color Ramp node (also explained later in detail) takes each value and maps it to a color that we can see with our eyes. Finally, the output of the Col …The Color Ramp node (also explained later in detail) takes each value and maps it to a shade of gray that we can see with our eyes. Finally, the output of
    31キロバイト (5,324 語) - 2018年6月29日 (金) 04:44
  • …: Flattening a projection of an object mesh in 2D to control how a texture maps to the surface. ::: UV/Image Editor for texture painting image, 3D window for painting directly on object in UV Face Select
    6キロバイト (931 語) - 2018年6月29日 (金) 03:45
  • …Render Properties), while more fine-grained controls (Object>Mesh>Material>Texture) appear on the right, following reading direction. Furthermore, available t …t map and then editing all the options you'd like to have. The default key maps will always be unaltered and available to use.
    6キロバイト (941 語) - 2018年6月29日 (金) 03:43
  • …modify a mapping of system of 3D-coordinates. Typically used for modifying texture coordinates. :;{{Literal|Texture}}
    6キロバイト (895 語) - 2018年6月29日 (金) 04:45
  • …der will use the possible projection, and this may result in a sub-optimal texture assignment. …to the faces during the UV unwrap), and the complexity of your meshes, the maps may not result in perfectly mapped UVs!
    26キロバイト (4,226 語) - 2018年6月29日 (金) 04:41
  • ;{{Literal|Texture}} …obal influence value, for each vertex. You can choose which channel of the texture to use as values.
    16キロバイト (2,399 語) - 2018年6月29日 (金) 04:46
  • …difier, to simulate and generate a deforming ocean surface, and associated texture, used to render the simulation data. Ported from the open source Houdini Oc …ean surface geometry in 3d, and also can be used for shading via the Ocean texture. The internal simulation engine is multithreaded with OpenMP to take advant
    9キロバイト (1,407 語) - 2018年6月29日 (金) 04:40
  • *[[Doc:2.5/Manual/Textures/Types/Environment Maps|Environment Maps]] [[Doc:2.6/Manual/Render/Bake|Render Baking]] is a process that creates texture files that hold desired rendered effects, like lighting, shadows, or color
    11キロバイト (1,825 語) - 2018年6月29日 (金) 03:45
  • …mesh and bake its normals. Save that normal map, and {{Literal|Mapping}} (texture settings) the UV of a similarly unwrapped low-resolution mesh. The low-reso *Texture painting made easier
    8キロバイト (1,170 語) - 2018年6月29日 (金) 04:41
  • Retrieve attribute attached to the object or mesh. Currently UV maps and vertex color layers can be retrieved this way by their names, with laye …the object location, or randomized for each instance. For example a Noise texture can give random colors or a Color ramp can give a range of colors to be ran
    7キロバイト (1,012 語) - 2018年6月29日 (金) 05:53
  • ==Texture Coordinates== …coordinates, typically used as inputs for the {{Literal|Vector}} input for texture nodes.
    13キロバイト (1,927 語) - 2018年6月29日 (金) 04:46
  • …mesh attributes are available to the built-in getattribute() function. UV maps and vertex colors can be retrieved using their name. Other attributes are l | Generated texture coordinates
    8キロバイト (1,196 語) - 2018年6月29日 (金) 05:51
  • …rotation, 0.25 equals 90° and 1.0 equals 360° = 0°. This can be used to texture the tangent direction. …through the surface, as if there were no geometry there. Useful with alpha maps, for example. This shader [[../../Light_Paths#Transparency|affects light pa
    16キロバイト (2,253 語) - 2018年6月29日 (金) 04:46
  • = Texture Editing = …ssigned themselves; rather they must always be assigned by adding an image texture node to a material.
    2キロバイト (334 語) - 2018年6月29日 (金) 04:51
  • …d Mirror Ball mapping for converting photos of mirror balls to environment maps. …render. It is almost always a good idea to enable this when using an image texture to light the scene, otherwise noise can take a very long time to converge.
    4キロバイト (705 語) - 2018年6月29日 (金) 04:46
  • …working with or baking normal maps or displacement maps, for example. Such maps do not actually store colors, just data encoded as colors. In such cases th …tored in a linear color space. Some images such as normal, bump or stencil maps do not strictly contain 'colors', and on such values no color space convers
    10キロバイト (1,608 語) - 2018年6月29日 (金) 04:51
  • …Most often, the images and patterns are projected during render time, but texture mapping is also used to sculpt, paint and deform objects. In Blender, {{Literal|Texture}}s can be:
    7キロバイト (1,012 語) - 2018年6月29日 (金) 04:41
  • …nual/Textures/Options/Mapping|Doc:2.5/Manual/Textures/Maps/Bump and Normal Maps}} …other properties of a material. The different aspects of a material that a texture influences are controlled in the {{Literal|Influence}} panel.
    6キロバイト (828 語) - 2018年6月29日 (金) 04:41
  • …/Manual/Textures/Options/Mapping|Doc:2.5/Manual/Textures/Maps/Displacement Maps}} = Bump and Normal Maps =
    4キロバイト (747 語) - 2018年6月29日 (金) 04:41
  • {{Page/Header|2.5|Doc:2.5/Manual/Textures/Maps/Bump and Normal Maps|Doc:2.5/Manual/Textures/Types/Procedural}} = Displacement Maps =
    5キロバイト (695 語) - 2018年6月29日 (金) 04:41
  • …a very large Box or sphere which encompasses the entire scene, or which it maps to a virtual space around the scene. …e in the texture menu (just select {{Literal|World}} first, then {{Literal|Texture}}).
    2キロバイト (317 語) - 2018年6月29日 (金) 04:51
  • = Texture Mapping = …etermine how they are applied to the object. The mapping specifies how the texture will ultimately wrap itself to the object.
    7キロバイト (1,099 語) - 2018年6月29日 (金) 04:41
  • = Environment Maps = …y realistic result, raytraced reflections are a good solution. Environment Maps are another way to create reflective surfaces, but they are not so simple t
    10キロバイト (1,564 語) - 2018年6月29日 (金) 04:51
  • {{Page/Header|2.5x|Doc:2.5/Manual/Textures/Maps/Displacement Maps|Doc:2.5/Manual/Textures/UV/Unwrapping_a_Mesh}} The most flexible way of mapping a 2D texture over a 3D object is a process called "UV mapping". In this process, you tak
    6キロバイト (1,068 語) - 2018年6月29日 (金) 04:44
  • After unwrap, you will likely need to arrange the UV maps into something that can be logically textured or painted. Your goals for ed *Stitch some pieces (UV maps) back together
    16キロバイト (2,752 語) - 2018年6月29日 (金) 04:44
  • = Managing UV Maps = After you finish editing a UV map, you may need to create additional maps on the same object, or transfer a UV map to another mesh.
    4キロバイト (724 語) - 2018年6月29日 (金) 04:44
  • …d to do additional mapping or editing. In this fashion, you can use the UV Texture image to guide additional geometry changes. …ed ''four UV coordinates:'' These coordinates define the way an image or a texture is mapped onto the face. These are 2D coordinates, which is why they're cal
    19キロバイト (3,339 語) - 2018年6月29日 (金) 04:44
  • In the Properties editor, choose the Texture context: this will show the Texture panel. …ack}} of textures that we can manage. It can have up to eighteen {{Literal|Texture Slots}}:
    5キロバイト (691 語) - 2018年6月29日 (金) 04:41
  • …nual/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
  • = Texture Mapping = …texture will ultimately wrap itself to the object. For example, a 2D image texture could be configured to wrap itself around a cylindrical shaped object.
    6キロバイト (1,049 語) - 2018年6月29日 (金) 04:48
  • =Texture Painting= …r more UV maps. There are three ways to establish the image used by the UV Texture:
    14キロバイト (2,267 語) - 2018年6月29日 (金) 04:51
  • …B, and sometimes Alpha values&nbsp;— is used as the input source to the texture. As with other types of textures, this information can be used in a number When the Texture Type {{Literal|Image or Movie}} is selected, three new panels present thems
    30キロバイト (5,010 語) - 2018年6月29日 (金) 04:40
  • {{Page/Header|2.5|Doc:2.5/Manual/Textures/Types/Environment Maps|Doc:2.5/Manual/Textures/Types/Plugins}} = Texture Nodes =
    3キロバイト (553 語) - 2018年6月29日 (金) 04:41
  • …|thumb|240px|The {{Literal|Texture Type}} list in the Texture panel of the Texture Buttons. (Non procedural textures darkened out.)]] …ing that allows the user to select which algorithm is used to generate the texture. This list includes the original Blender noise algorithm. The {{Literal|Noi
    4キロバイト (542 語) - 2018年6月29日 (金) 04:41

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