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  • * 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

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