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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
  • {{Page/Header||Manual/PartIV/Texture Channels|Manual/PartIV/UV Mapping}} bump mapping and perspective-corrected mip-mapping, filtering, and
    3キロバイト (490 語) - 2018年6月29日 (金) 02:45
  • |[[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
  • …ed for shading, and can give plausible result for various shaders and bump mapping.
    3キロバイト (550 語) - 2018年6月29日 (金) 04:38
  • …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
  • …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 * Photon mapping needs diffuse and specular separate
    6キロバイト (961 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. * ''Bump maps'' dopo una riflessione ''Beckmann'' non lavorano quando ([http://proje
    2キロバイト (320 語) - 2018年6月29日 (金) 04:52
  • …provements, adding painting of multiple channels for texturing (ie paint a bump map and diffuse map at the same time), additional brush options, interface * Integrate '''PTex texture mapping library'''. This would be used for storing multires displacement and painte
    6キロバイト (896 語) - 2018年6月29日 (金) 03:46
  • …fragment of the string "put compatibility code here until next subversion bump". This is the comment above the block where you'll be adding any necessary …If we are to implement subsurf unwrapping, we must do some kind of reverse mapping between derivedMesh data and EditMesh data. This must already be possible b
    5キロバイト (694 語) - 2018年6月29日 (金) 04:43
  • * Per BSDF bump mapping
    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>
    39キロバイト (6,042 語) - 2018年6月29日 (金) 02:54
  • * fix: Bump mapping in texture was using wrong image resolution - r39530 * fix: Problem using procedural textures as bump map with antialiasing - r39725
    15キロバイト (2,292 語) - 2018年6月29日 (金) 04:46
  • * fix {{BugReport|29957}}: texture generated mapping works as global with cloth modifier - {{Commit|43732}} * fix {{BugReport|29922}}: invalid pixels due to bump map in degenerate case. - {{Commit|43509}}
    21キロバイト (2,808 語) - 2018年6月29日 (金) 05:44
  • ==== Bump and Derivative Maps ==== …ith float images. This feature is mostly notable when working with the new bump map painting capabilities of blender. To enable the feature, check 16 Bit F
    9キロバイト (1,270 語) - 2018年6月29日 (金) 05:44
  • …uv editor. You can use it to tag edges as seams or sharp (useful for bump mapping where you need normals calculated correctly when baking), based on operator
    6キロバイト (1,063 語) - 2018年6月29日 (金) 05:47
  • * Fix {{BugReport|33055}}: uv mapping did not use the right image from the material to do aspect ratio correction * Fix {{BugReport|33183}}: cycles bump mapping was not executed with only an AO node in a material. ({{Commit|52233}})
    25キロバイト (3,019 語) - 2018年6月29日 (金) 05:51
  • * Fix incorrect GLSL bump mapping in editmode when the UV coordinates are flipped, was not passing sign on to
    34キロバイト (4,060 語) - 2018年6月29日 (金) 05:56
  • …Subsurface scattering uses a new sampling algorithm and now supports bump mapping and texture blurring. Sky rendering now uses a more accurate sky model. New
    2キロバイト (278 語) - 2018年6月29日 (金) 05:57
  • * Fix {{BugReport|36628}}: Muting bump node alters material visibility. ({{Commit|59742}}) * 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. * The Mapping node now has an option to define what kind of vector the mapping is being applied to. There are option to specify if it's a Texture, Point,
    3キロバイト (467 語) - 2018年6月29日 (金) 05:57
  • …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
  • ** Support bump mapping well by e.g. storing spherical harmonics rather than a single color
    11キロバイト (1,795 語) - 2018年6月29日 (金) 06:08
  • ** Gradient of density field = normal, compute like bump mapping
    907バイト (125 語) - 2018年6月29日 (金) 05:57
  • …ure'': this draw mode would become the draw mode for editing, painting and mapping individual textures. Lighting will be same as solid, so in a way this is th …same as solid. This would be mostly used again for editing, painting and mapping textures, but while seeing them in the full material, but still simple ligh
    6キロバイト (1,107 語) - 2018年6月29日 (金) 04:44
  • '''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
  • …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. …data. This can be used by the Ocean 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
  • …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 # [[Doc:2.6/Manual/Textures/Mapping/UV|Unwrap the mesh object]]
    8キロバイト (1,170 語) - 2018年6月29日 (金) 04:41
  • …ace normals to give the impression of displacement, which is known as bump mapping, or a combination of real and virtual displacement.
    3キロバイト (471 語) - 2018年6月29日 (金) 04:46
  • …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 * '''Bump Mapping''': When executing the surface shader, a modified surface normal is used in
    2キロバイト (290 語) - 2018年6月29日 (金) 04:46
  • …|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). ==Bump==
    13キロバイト (1,927 語) - 2018年6月29日 (金) 04:46
  • * {{Literal|Displacement}}: Used to create bump mapping or actual subdivided [[Doc:2.6/Manual/Render/Cycles/Materials/Displacement|
    1キロバイト (164 語) - 2018年6月29日 (金) 05:57
  • …for mapping the textures. {{Literal|Flat}} will use the XY coordinates for mapping. {{Literal|Box}} will map the image to the 6 sides of a virtual box, based ; {{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
  • == Bump == == Mapping ==
    204バイト (20 語) - 2018年6月29日 (金) 06:07
  • …r|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
  • {{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}} …or Bump mapping]], where the shading is distorted to give an illusion of a bump (discussed on the previous page), Displacement Maps create real bumps, crea
    5キロバイト (695 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/Bump and Normal Maps}} = Texture Mapping =
    6キロバイト (829 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
  • …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
  • ; '''Often used for''': Stone, Asphalt, Oranges. Normally for Bump-Mapping to create grainy surfaces.
    799バイト (105 語) - 2018年6月29日 (金) 04:52
  • '''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
  • == 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
  • == Normal Mapping == Is similar to Bump Mapping, but instead of the image being a greyscale heightmap, the colours define i
    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
  • …faces that are selected are mapped though; just click on them to see their mapping.}} …one. and turns pink when you click, it means that there currently is no UV mapping for it.
    33キロバイト (5,362 語) - 2018年6月29日 (金) 04:43

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