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  • UV Mapping is done in Blender within the [[Doc:Reference/Windows/UV-Image|UV/Image Edi …ial panel, enable {{Literal|TexFace}}. This way is quick, but bypasses the normal rendering system for fast results, but results which do not respect transpa
    39キロバイト (6,968 語) - 2018年6月29日 (金) 02:53
  • {{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
  • ** ''Fireworks'': Target particles are emitted upwards with normal gravity. Reactor particles are set to emit from particles with random initi ** ''Raindrops'': Reactor particles are on the ground plane with normal and reactor velocity. Target particles fall from above and collide with the
    31キロバイト (4,752 語) - 2018年6月29日 (金) 02:51
  • …terators for collections, array length, limits, etc, and rules for how the mapping works are explained in the next section. …s like "No Vertex Normal Flip", in that case change the boolean to "Vertex Normal Flip".
    15キロバイト (2,529 語) - 2018年6月29日 (金) 03:37
  • …ranch, I'd like to port that over to trunk. Note that this is not the Flip Normal tool in mesh edit mode, it is a rendering option. ::Alternatively this could be moved to the texture mapping panel, at least then it becomes clear what it is used for.
    21キロバイト (3,530 語) - 2018年6月29日 (金) 04:38
  • '''International Keyboard mapping''' - Should get normal scroll bars
    8キロバイト (1,300 語) - 2018年6月29日 (金) 03:40
  • …ode>: set up material for shading a given point, evaluating textures, bump mapping, and other things that do not depend on the light vector. …ives the physically correct result and should work well combined with tone mapping.
    8キロバイト (1,401 語) - 2018年6月29日 (金) 03:46
  • The texture node would be able to contain more than one texture and mapping information, to create a small texture stack. * BXDF applied to averaged direction (bent normal)
    9キロバイト (1,503 語) - 2018年6月29日 (金) 03:44
  • …for things like AO. Also for example the texture derivatives code for bump mapping could benefit from a more generic system to retrieve derivatives. It would An idea was to use a reflection coordinate system (normal and two tangents) for shading, because it simplifies computations. I'm not
    6キロバイト (961 語) - 2018年6月29日 (金) 03:44
  • Silvio Falcinelli added support for UV mapping and Maurice Raybaud worked mostly on the shading area. =texture (pigment+normal+finish)=
    17キロバイト (2,627 語) - 2018年6月29日 (金) 06:06
  • …ノードは、ベクトル(Vector)・ポイント(Point)・ノーマル(Normal)を、ワールド⇔オブジェクト⇔カメラ座標空間に変換し …ャ(Texture)、ポイント(Point)、ベクトル(Vector)、ノーマル(Normal)が指定可能です。ポイントは従来の挙動で、テクスチャ
    5キロバイト (128 語) - 2018年6月29日 (金) 06:04
  • Silvio Falcinelli added support for UV mapping and Maurice Raybaud worked mostly on the shading area. =texture (pigment+normal+finish)=
    14キロバイト (2,174 語) - 2018年6月29日 (金) 04:40
  • …f you are using an image texture. It makes sense to auto select UV as the mapping type when an image texture is loaded. …s depressed. While showing, mouse activation of panel buttons operates as normal. If data entry is needed a double tap of the key could lock it on screen,
    8キロバイト (1,374 語) - 2018年6月29日 (金) 06:05
  • …ix for bug #12077: tangent shading (which only affects specular) made bump mapping not work for diffuse.</s> * [#17298] <s>surface normal direction compensation for objects with negative scale in rendering with ra
    39キロバイト (6,042 語) - 2018年6月29日 (金) 02:54
  • * fix #28551: Select similar by normals ignores z component of normal angles - r40015 * fix: UI jump in normal buttons for buttons on first press - r41024
    15キロバイト (2,292 語) - 2018年6月29日 (金) 04:46
  • …x group jittering when the object Y axis is colinear with the vertex group normal. - {{Commit|43777}} * fix {{BugReport|29957}}: texture generated mapping works as global with cloth modifier - {{Commit|43732}}
    21キロバイト (2,808 語) - 2018年6月29日 (金) 05:44
  • …proved bump quality. 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 lat * Improved computation of sculpting center and normal - {{Commit|42683}}
    9キロバイト (1,270 語) - 2018年6月29日 (金) 05:44
  • …ap modes, better conversion of mapping targets, export of specular/opacity/normal maps. - {{Commit|3293|bf-extensions}}
    3キロバイト (429 語) - 2018年6月29日 (金) 05:48
  • …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
  • …Nodes/Textures#Image_Texture|Image Texture]] nodes now support blended box mapping, image sequences, and the limit on the number of image textures for CPU ren …:Blender2.64_cycles_blended_box_mapping.png|thumb|center|400px|Blended box mapping without UV coordinates.]]
    6キロバイト (852 語) - 2018年6月29日 (金) 05:49
  • * Fix {{BugReport|33055}}: uv mapping did not use the right image from the material to do aspect ratio correction …0}}: texture colors in material nodes (blender internal) are brighter than normal ({{Commit|51511}})
    25キロバイト (3,019 語) - 2018年6月29日 (金) 05:51
  • * 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
  • === New Texture Mapping Modes === ==== Random mapping ====
    7キロバイト (1,160 語) - 2018年6月29日 (金) 05:53
  • * Fix incorrect GLSL bump mapping in editmode when the UV coordinates are flipped, was not passing sign on to …jects on mask layer in render layers were writing passes such as motion/uv/normal but they should have been excluded from them. ({{Commit|57230}})
    34キロバイト (4,060 語) - 2018年6月29日 (金) 05:56
  • * Fix {{BugReport|27536}}: GLSL object space normal maps have wrong shading. ({{Commit|60261}}) * Fix cycles issue with mapping node rotation and scale order. ({{Commit|60371}})
    30キロバイト (3,644 語) - 2018年6月29日 (金) 06:04
  • * Bump mapping is now supported. * New Vector Transform node, to convert a vector, point or normal between World <=> Object <=> Camera coordinate space. ({{Commit|58781}})
    3キロバイト (467 語) - 2018年6月29日 (金) 05:57
  • * Fix {{BugReport|38328}}: GLSL display shows texture mapping completely messed up in some cases ({{GitCommit|1234831}}) * Fix {{BugReport|37012}}: The new export split normal does nor produce correct results ({{GitCommit|110b32c}})
    64キロバイト (8,580 語) - 2018年6月29日 (金) 06:07
  • * Fix {{BugReport|39946}}: OSL + tangent space normal maps not working in Cycles. ({{GitCommit|80e137e}}) * Fix occasional wrong normal for curves with minimum width ({{Commit|0f85174}})
    40キロバイト (5,177 語) - 2018年6月29日 (金) 06:08
  • * Fix {{BugReport|41060}}: Wrong texture 'Object' mapping in 3DView Rendered mode. ({{GitCommit|e9ef7a8}}) * Fix {{BugReport|41044}}: World space location affects object space normal pass during bake. ({{GitCommit|50d3014}})
    27キロバイト (3,716 語) - 2018年6月29日 (金) 06:08
  • …nal, texture paint slots are material texture slots that use images and UV mapping. The UV map that is used during painting is either the assigned on the UV s …tive painting to paint the model. This means that occluded, backfacing and normal culled faces will always get filled, regardless of whether the options are
    11キロバイト (1,977 語) - 2018年6月29日 (金) 06:09
  • == Automatic mapping of walk animations based on object velocity == …is an useful possibility, so they can be reused in any scene on top of the normal armature action. NLA strips make this possible to a basic extent: You can h
    2キロバイト (368 語) - 2018年6月29日 (金) 06:06
  • …orient itself to match that of the opted object or vertex group's local or normal orientation. …the ability to group selected UVs would shave at least 20% time off my UV mapping process, if not more. Currently the only way to select overlapped islands i
    22キロバイト (3,653 語) - 2018年6月29日 (金) 04:45
  • …tp://www.cg.tuwien.ac.at/research/vr/lispsm/ Light Space Projective Shadow Mapping] * Tangent normal-map baking with anti-aliasing (AA)
    11キロバイト (1,673 語) - 2018年6月29日 (金) 02:45
  • ==UV Mapping== *UV mapping to use editmesh?
    2キロバイト (294 語) - 2018年6月29日 (金) 02:47
  • …re, the defaults should be changed, so that Blender, out of the box, feels normal to someone who has never used it. This is more important than. If you want LSCM mapping - Pelt Mapping or Unfold mapping. I prefer pelt mapping, popularized by 3dsmax and quickly becoming a word industry people use a lo
    19キロバイト (3,178 語) - 2018年6月29日 (金) 02:47
  • * Frame-mapping (map to, old) is still half implemented. Candidate to be removed? * FCurve easing could use normal of handles {{BugReport|39916}}
    10キロバイト (1,338 語) - 2018年6月29日 (金) 04:46
  • * Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for e * Using displacement texture + use normal from same texture gives unpredictable results. ({{BugReport|25532}})
    8キロバイト (1,019 語) - 2018年6月29日 (金) 04:42
  • …e rotation of objects in DupliFaces option (rotation is computed from face normal (which is good) and first three vertices of the polygon (which is weak, epi * Constructive modifier kills generated UV mapping on bevelled curves, see {{BugReport|27411}}
    24キロバイト (3,198 語) - 2018年6月29日 (金) 03:43
  • …= interpolate (desired output is integrated during substeps). This is the normal Simulation mode. …eal with old blend files that don't have the new fields. DNA is capable of mapping old structures to new structures but the new fields are initialized to 0 by
    39キロバイト (6,190 語) - 2018年6月29日 (金) 03:43
  • …st also be checked against other part of blender like the renderer and the mapping stuff. Faces in particular should be kept convex to avoid preview or render *self intersecting projection along the normal faces, so not convex.
    13キロバイト (2,173 語) - 2018年6月29日 (金) 02:51
  • ** Normal Vector * Curve Mapping
    5キロバイト (869 語) - 2018年6月29日 (金) 02:49
  • ** Normal * Solve mapping particles.
    7キロバイト (1,116 語) - 2018年6月29日 (金) 02:52
  • …tangent coordinates do not have derivatives, so texture filtering and bump mapping does not work when using these as texture coordinates.
    343バイト (49 語) - 2018年6月29日 (金) 04:43
  • ** For specifying custom AO normal and using it as shader color * UV project modifier special mapping for UV maps to avoid distortion.
    3キロバイト (421 語) - 2018年6月29日 (金) 04:43
  • ** Gradient of density field = normal, compute like bump mapping
    907バイト (125 語) - 2018年6月29日 (金) 05:57
  • <ton> so; the transform() tool 'move along normal of face 1 blender unit' has to store this in <ideasman42__> some 'key':value mapping anyway
    41キロバイト (6,722 語) - 2018年6月29日 (金) 02:52
  • '''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
  • …(with the Min and Max enabled), or put through a ColorRamp node (with all normal defaults). Either of these nodes will scale the values back to normal range. In the example image, we want to amp up the specular pass. The botto
    33キロバイト (5,696 語) - 2018年6月29日 (金) 04:44
  • * {{Literal|Normal}} vector set (how light bounces off the surface) …of the alpha values for semi-transparent objects. You can see this map by mapping it to a blue screen:
    31キロバイト (5,324 語) - 2018年6月29日 (金) 04:44
  • **Normal map *Mip-mapping
    2キロバイト (201 語) - 2018年6月29日 (金) 04:45
  • …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
  • The ColorRamp Node is used for mapping values to colors with the use of a gradient. It works exactly the same way …space. It results in a vector which is perpendicular to both and therefore normal to the plane containing them. Result – vector.
    12キロバイト (1,663 語) - 2018年6月29日 (金) 04:45
  • …th textures. It inputs the main attributes of a material (color, alpha and normal vector) into the map. …ch includes shading and any textures assigned to it), alpha, and the final normal calculated from any textures it has.
    10キロバイト (1,522 語) - 2018年6月29日 (金) 04:45
  • …umans barely comprehend (except math geniuses, who may not be considered «normal»). Even if you aren't a math wiz, you'll find these nodes to be very usefu == Normal Node ==
    6キロバイト (895 語) - 2018年6月29日 (金) 04:45
  • …gh ray-transparent materials or in a ray mirror (you can use ''Environment Mapping'' for that). …text, {{Literal|Texture}} and {{Literal|Material}} sub-contexts ({{Literal|Mapping}}: {{Literal|UV}}; you may use every {{Literal|Influence}} setting you like
    7キロバイト (1,092 語) - 2018年6月29日 (金) 04:44
  • ;{{Literal|Brush Mapping Mode}} :Applies the Vertex Normal before painting. This does not usually affect painting.
    6キロバイト (867 語) - 2018年6月29日 (金) 04:45
  • …fect. In {{Literal|Object}}/{{Literal|Edit}} mode, your object will appear normal, but will render deformed. The deformation can be controlled by modifying the {{Literal|Mapping}} panel and/or the texture's own panel (e.g. {{Literal|Clouds}}, {{Literal|
    2キロバイト (270 語) - 2018年6月29日 (金) 04:50
  • :Moves vertices inward or outward, based the average normal of the vertices contained within the drawn brush stroke. ;'''{{Literal|Brush Mapping}}'''
    16キロバイト (2,503 語) - 2018年6月29日 (金) 04:48
  • :{{Literal|Normal}} …{{Literal|Seam}} is a true/false setting used in [[Doc:2.6/Manual/Textures/Mapping/UV|UV-texturing]].
    11キロバイト (1,621 語) - 2018年6月29日 (金) 04:50
  • Blender uses a “Font System” to manage mapping “letter codes → objects representing them in 3D views”. This implies [[File:TextObjectFromText.png|500px|frame|Left: normal text. Right: the converted text object.]]
    19キロバイト (2,951 語) - 2018年6月29日 (金) 04:48
  • …d. The displacement can be along a particular local axis, along the vertex normal, or the separate RGB components of the texture can be used to displace vert :* {{Literal|Normal}} – displace along vertex normal.
    4キロバイト (643 語) - 2018年6月29日 (金) 04:41
  • …. Each face will choose the closest and aligned projector with its surface normal. …ows you to prevent the image from repeating by setting ''Texture → Image Mapping → Extension'' to ''Clip''.
    2キロバイト (364 語) - 2018年6月29日 (金) 04:40
  • …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. …ean texture, when mapped to Normals, as a bump map, and enables generating normal map image sequences when baking.
    9キロバイト (1,407 語) - 2018年6月29日 (金) 04:40
  • …h face will choose the projector that is aligns closest with its [[surface normal]]. …llows you to prevent the image from repeating by setting ''Texture > Image Mapping > Extension'' to ''Clip''.
    2キロバイト (318 語) - 2018年6月29日 (金) 04:48
  • Since you use normal materials for the billboard you have all freedoms in mixing textures to you : No prealignement, normal orientation to the target.
    17キロバイト (2,653 語) - 2018年6月29日 (金) 04:44
  • …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-NormSpace.png|thumb|217px|{{Literal|Normal Space}}]]
    8キロバイト (1,170 語) - 2018年6月29日 (金) 04:41
  • …the surface normals to give the impression of displacement, known as bump mapping, or a combination of real and virtual displacement. The displacement type o …the surface shader, a modified surface normal is used instead of the true normal. This is a quick alternative to true displacement, but only an approximatio
    2キロバイト (290 語) - 2018年6月29日 (金) 04:46
  • …ternal attributes like ''P'' (position), ''N'' (normal), ''Ng'' (geometric normal) may be accessed this way, although there are more convenient nodes for thi …|Normal}}: Shading normal at the surface (includes smooth normals and bump mapping).
    7キロバイト (1,012 語) - 2018年6月29日 (金) 05:53
  • …|Normal}}: Shading normal at the surface (includes smooth normals and bump mapping). ; {{Literal|True Normal}}: Geometry or flat normal of the surface.
    13キロバイト (1,927 語) - 2018年6月29日 (金) 04:46
  • …ut}}: Normal used for shading; if nothing is connected the default shading normal is used. …ut}}: Normal used for shading; if nothing is connected the default shading normal is used.
    16キロバイト (2,253 語) - 2018年6月29日 (金) 04:46
  • …ral|Box}} will map the image to the 6 sides of a virtual box, based on the normal, using XY, YZ and XYZ coordinates depending on the side. ; {{Literal|Projection Blend}}: For Box mapping, the amount to blend between sides of the box, to get rid of sharp transiti
    9キロバイト (1,328 語) - 2018年6月29日 (金) 04:46
  • == Normal == == Normal Map ==
    204バイト (20 語) - 2018年6月29日 (金) 06:07
  • …: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
  • {{Page/Header|2.5|Doc:2.5/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}} …[Doc:2.6/Manual/Textures/Influence/Material/Bump and Normal|Normal or Bump mapping]], where the shading is distorted to give an illusion of a bump (discussed
    5キロバイト (695 語) - 2018年6月29日 (金) 04:41
  • = Texture Mapping = …:Doc-26-Materials-Textures-Mapping-Options.png|thumb|250px|right|{{Literal|Mapping}} panel]]
    7キロバイト (1,099 語) - 2018年6月29日 (金) 04:41
  • = UV Mapping = …xible way of mapping a 2D texture over a 3D object is a process called "UV mapping". In this process, you take your three-dimensional (X,Y & Z) mesh and unwra
    6キロバイト (1,068 語) - 2018年6月29日 (金) 04:44
  • …know where on the mesh you are painting. You may also need to test your UV mapping with a test image. This section covers how to export an outline of your UV The image is an outline of the UV face mapping. Activating the tool brings up the File Browser Window with options for sav
    13キロバイト (2,262 語) - 2018年6月29日 (金) 04:44
  • …e to the right, we have a mesh for a blouse. The mesh has been seamed as a normal blouse would, shown in the middle in UV Face Select mode. Wishing to make a …mapped to a specific UV texture. See the [[Doc:2.6/Manual/Textures/Mapping|Mapping]] section of the texture panel.
    4キロバイト (724 語) - 2018年6月29日 (金) 04:44
  • …: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
  • = Texture Mapping = …ed mapping coordinates, to determine how they are applied to geometry. The mapping specifies how the texture will ultimately wrap itself to the object. For ex
    6キロバイト (1,049 語) - 2018年6月29日 (金) 04:48
  • * [[Doc:2.6/Manual/Textures/Mapping/UV/Applying_Image#load|Load an image]] into the UV/Image Editor (Image-&gt; * [[Doc:2.6/Manual/Textures/Mapping/UV/Applying_Image#load|Create a new image]] (Image-&gt;New-&gt;specify size
    14キロバイト (2,267 語) - 2018年6月29日 (金) 04:51
  • …ccomplished by using a UV map (see [[Doc:2.6/Manual/Textures/Mapping/UV|UV Mapping]] for more details), so if the model hasn't been unwrapped yet, it should b …inting away from the view, painting may fail; to workaround disable the '''Normal''' option in the paint panel.<br>''Typically this happens when painting ont
    2キロバイト (322 語) - 2018年6月29日 (金) 04:51
  • …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
  • The ColorRamp Node is used for mapping values to colors with the use of a gradient. It works exactly the same way ==Value to Normal==
    4キロバイト (647 語) - 2018年6月29日 (金) 04:51
  • …exception {{Literal|Blend}} and {{Literal|Magic}}). This is important for Normal and Displacment Maps. The strength of the effect is controlled with the {{L Use the size buttons in the {{Literal|Mapping}} panel to set the size that the procedural textures are mapped to.
    4キロバイト (542 語) - 2018年6月29日 (金) 04:41
  • …custom blending, you may have to use {{Literal|No RGB}}, if the {{Literal|Mapping}} value needs an intensity input.
    1キロバイト (165 語) - 2018年6月29日 (金) 04:52
  • #* Normal Space: Tangent #* Both will be set to Mapping > Coordinates > UV, with Map = "UVMap".
    13キロバイト (2,030 語) - 2018年6月29日 (金) 05:46
  • '''Mapping''' * [http://3d.about.com/od/3d-101-The-Basics/a/Surfacing-101-Texture-Mapping.htm Texture Maps (Influence)] *
    41キロバイト (4,073 語) - 2018年6月29日 (金) 04:47
  • …SubSurf's finer mesh is computed using information about the coarse mesh's normal directions (the direction perpendicular to a face), which may not all point …heckbox and set the {{Literal|Normal}} Checkbox, then change the {{Literal|Normal}} slider to '''0.75'''. These changes will make our Stucci texture act as a
    36キロバイト (5,894 語) - 2018年6月29日 (金) 03:45
  • == 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
  • == 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
  • …ing (with as exception [[#Blend|Blend]] and [[#Magic|Magic]]). The texture normal, the derivative, is calculated by using four samples in the texture formula normal[0]= s0-s1
    814バイト (127 語) - 2018年6月29日 (金) 04:38
  • == Normal Mapping == …age being a greyscale heightmap, the colours define in which direction the normal should be shifted, the 3 colour channels being mapped to the 3 directions X
    357バイト (54 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
  • …Input パネルの詳細については[[Doc:2.4/Manual/Textures/Options/Mapping|Manual/PartIV/Map_Input]] 参照。 [[File:BSoD-ItCA-textures-38.jpg|thumb|250px|right|Change the Input to Normal.]]
    30キロバイト (1,165 語) - 2018年6月29日 (金) 05:46
  • :[[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
  • :{{Literal|Normal}}(法線) …オン/オフのいずれかの値を持ち、[[Doc:JA/2.6/Manual/Textures/Mapping/UV|UV-texturing]] で使われます
    14キロバイト (525 語) - 2018年6月29日 (金) 05:56
  • [[File:25-Manual-Render-Bake-NormSpace.png|thumb|217px|{{Literal|Normal Space}}]] ; {{Literal|Normal Space}}
    11キロバイト (244 語) - 2018年6月29日 (金) 05:56
  • …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
  • {{Page/Header|2.5|Doc:JA/2.5/Manual/Textures/Options/Mapping|Doc:JA/2.5/Manual/Textures/Maps/Displacement Maps}} = Bump and Normal Maps =
    6キロバイト (127 語) - 2018年6月29日 (金) 05:55
  • {{Page/Header|2.6|Doc:JA/2.6/Manual/Textures/Maps/Bump and Normal Maps|Doc:JA/2.6/Manual/Textures/Types/Procedural}} …の強度を {{Literal|Displace(ディスプレイス)}} と {{Literal|Normal(ノーマル)}} のスライダーで調整できます。
    7キロバイト (151 語) - 2018年6月29日 (金) 05:55
  • = Texture Mapping = [[File:25-Manual-Textures-Mapping-Coord.png|thumb|207px|マッピングの {{Literal|座標}} メニュー]]
    9キロバイト (238 語) - 2018年6月29日 (金) 05:55
  • …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
  • …({{Literal|Blend}} と {{Literal|Magic}}は例外として)。 これは Normal と Displacment Maps において重要です。 効果の強さは {{Liter
    4キロバイト (234 語) - 2018年6月29日 (金) 05:49
  • 2キロバイト (55 語) - 2018年6月29日 (金) 05:48
  • 47キロバイト (1,991 語) - 2018年6月29日 (金) 04:45
  • #REDIRECT [[Doc:Glossary/Normal Mapping]]
    41バイト (5 語) - 2018年6月29日 (金) 04:47
  • Level "2" - non verbose-mode: only progress bar feedback, normal speed.<br /> - mapping materials to DXF-styles
    15キロバイト (2,134 語) - 2018年6月29日 (金) 03:36
  • * Optimize Bones < - > Vertex Group mapping normal and texture coordinates of to vertices have to be the same
    10キロバイト (1,405 語) - 2018年6月29日 (金) 02:53
  • |colspan="3"|Export vertex normal data (Ignored by blenders importer but some programs use it) |colspan="3"|Export texface UV texture mapping coords.
    4キロバイト (578 語) - 2018年6月29日 (金) 02:50
  • …" is enabled, the material code of this buffer will be used instead of the normal material code. Be carefull not to delete or change material names (unless y Other mesh objects will be exported as normal mesh models.
    9キロバイト (1,489 語) - 2018年6月29日 (金) 02:51
  • * Normal Based Mapping
    2キロバイト (351 語) - 2018年6月29日 (金) 03:42
  • |name=Normal Based Mapping |tooltip=creates mapping coordinates based on the normals of a mapping help object.
    2キロバイト (353 語) - 2018年6月29日 (金) 03:37
  • | MAPPING || ShaderNodeMapping | NORMAL || ShaderNodeNormal
    21キロバイト (2,541 語) - 2018年6月29日 (金) 05:53
  • …you can select three vertices and it will create an empty aligned with the normal and an edge of that face. This empty can be parented to the object and this * Change the Normal, Edge, and Tangent vector direction on the fly.
    11キロバイト (1,909 語) - 2018年6月29日 (金) 05:49
  • …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 …n falls instead on the upper bound. Setting the skew to zero results in a normal distribution. Internally, the skew is acting like a percentage. However,
    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 …n falls instead on the upper bound. Setting the skew to zero results in a normal distribution. Internally, the skew is acting like a percentage. However,
    13キロバイト (2,130 語) - 2018年6月29日 (金) 04:44
  • Sharp edges will be automatically split to make separate pairs of vertex/normal. Md3 supports only triangles, script makes triangulation on its own. Any ma * mapping type <b>UV</b>
    2キロバイト (372 語) - 2018年6月29日 (金) 06:09
  • * HDRI environment mapping || Alpha Mapping
    40キロバイト (5,906 語) - 2018年6月29日 (金) 04:40
  • #REDIRECT [[Extensions:2.4/Py/Scripts/UV/Normal Based Mapping]]
    63バイト (8 語) - 2018年6月29日 (金) 03:45
  • #REDIRECT [[Extensions:2.4/Py/Scripts/UV/Normal Based Mapping]]
    63バイト (8 語) - 2018年6月29日 (金) 03:46
  • :Toggle texture-mapping of scene objects. Currently the underlying functionality does not work. …does not scale by changing the object-level transform, as is otherwise the normal way. This is testing/debugging feature.
    20キロバイト (3,276 語) - 2018年6月29日 (金) 02:50
  • …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
  • (14:06:09) stt_ven: one for - Textures, Shaders, UV mapping, Rendering with …: Yes but it's interesting to know whether it would cover something like a normal freelance fee (which can vary a lot in differing countries)?
    40キロバイト (6,025 語) - 2018年6月29日 (金) 02:47
  • * possibility to edit the fall-off for smooth stroke and normal painting …enerate normal maps from an object at it's highest multiress level and the normal map baker should automatically use it's lowest level as pow poly base, of c
    20キロバイト (3,298 語) - 2018年6月29日 (金) 02:53
  • #REDIRECT [[Extensions:2.4/Py/Scripts/UV/Normal Based Mapping]]
    63バイト (8 語) - 2018年6月29日 (金) 03:38