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  • …rate mid-way through an animation can lead to poor results, as objects and effects animated at a different frame rate will appear unnatural.
    92キロバイト (16,444 語) - 2018年6月29日 (金) 02:52
  • …. In general, you load up your strips, create strips of special transition effects, and then animate out your sequence by selecting "Do Sequence" and clicking [[File:Manual-VSE-SFX.png|right|frame|Available Special Effects]]
    38キロバイト (6,646 語) - 2018年6月29日 (金) 02:50
  • OpenEXR was developed by Industrial Light & Magic, the largest visual effects studio in the USA. This makes it so OpenEXR is a very common format among h
    3キロバイト (468 語) - 2018年6月29日 (金) 02:45
  • results on single planar faces. It does produce interesting effects on the interesting effects on a cylinder.
    3キロバイト (490 語) - 2018年6月29日 (金) 02:45
  • #REDIRECT [[Dev:2.5/Py/Scripts/Proposals/After Effects]]
    56バイト (7 語) - 2018年6月29日 (金) 03:45
  • #REDIRECT [[Dev:Source/Sequencer/Effects]]
    42バイト (5 語) - 2018年6月29日 (金) 03:40
  • -->{{chapter|World and Ambient Effects |{{section|Ambient Effects
    46キロバイト (5,276 語) - 2018年6月29日 (金) 05:50
  • #REDIRECT [[Dev:Source/Sequencer/Effects]]
    42バイト (5 語) - 2018年6月29日 (金) 02:45
  • #REDIRECT [[Dev:Source/Sequencer/Effects]]
    42バイト (5 語) - 2018年6月29日 (金) 02:45
  • …. While using GLSL might seem to be the best way to achieve this for some effects, if someone enters a great looking entry that doesn't use GLSL, this will b
    6キロバイト (999 語) - 2018年6月29日 (金) 03:37
  • The course introduces 3D animation using Blender with an eye towards visual effects for live action films. The course is housed in the Digital Filmmaking Progr
    4キロバイト (559 語) - 2018年6月29日 (金) 04:47
  • …www.youtube.com/watch?v=tHkWOFqFpZo&feature=related 2D tracking with after effects] …outube.com/watch?v=ckbJ_FPBQBQ&feature=related More 2D tracking with After Effects]
    6キロバイト (947 語) - 2018年6月29日 (金) 03:42
  • ***certain effects like path length & textures are still individually calculated for every int **changing particle systems from the effects panel while in particle edit mode crashed
    27キロバイト (4,348 語) - 2018年6月29日 (金) 02:47
  • ==== Global effects ====
    31キロバイト (4,752 語) - 2018年6月29日 (金) 02:51
  • …area that makes an impact an how easy the API is to learn, and bad choices effects us later on since changing this area of the API will break scripts.
    21キロバイト (3,533 語) - 2018年6月29日 (金) 02:51
  • * [[Dev:2.5/Py/Scripts/Proposals/After Effects|Import/Export Formats]]
    5キロバイト (638 語) - 2018年6月29日 (金) 02:52
  • ! colspan="3" bgcolor="green" align="center" | EFFECTS
    5キロバイト (718 語) - 2018年6月29日 (金) 04:42
  • …node in the compositor (Add → Input → Sequence Layer) so that the only effects in the Sequencer would be the transition ones. So, yes, it is out of place. ::Env Map texturing is fundamental, both for rendering speed and special effects. We should have it.
    21キロバイト (3,530 語) - 2018年6月29日 (金) 04:38
  • #REDIRECT [[Dev:2.5/Py/Scripts/Proposals/After Effects]]
    56バイト (7 語) - 2018年6月29日 (金) 03:45
  • …>: get average transparency, used by e.g. ztransp which ignores refraction effects
    8キロバイト (1,401 語) - 2018年6月29日 (金) 03:46
  • -Added a media entry at world level to allow fast atmospheric effects like volume lights …code, but the implementation would be best based on BI interface. the only effects we really need since they are so slow in POV are vector blur and defocus f
    17キロバイト (2,627 語) - 2018年6月29日 (金) 06:06
  • * [http://lists.blender.org/mailman/listinfo/bf-vfx bf-vfx]: Visual effects development, motion tracking
    7キロバイト (1,017 語) - 2018年6月29日 (金) 04:41
  • …s://wiki.blender.org/index.php/User:LSutic/Blender_360_Effects Blender 360 Effects]
    3キロバイト (383 語) - 2018年6月29日 (金) 04:44
  • * [[Dev:Source/Sequencer/Effects|Sequence Effects Reorganization]] - [[User:JesterKing|Nathan Letwory]], JohnnyMatthews
    4キロバイト (557 語) - 2018年6月29日 (金) 04:44
  • # To remove pixelation effects
    52キロバイト (6,172 語) - 2018年6月29日 (金) 04:43
  • * [[Dev:2.5/Py/Scripts/Proposals/After Effects|Import/Export Formats]]
    5キロバイト (609 語) - 2018年6月29日 (金) 04:42
  • * [[Dev:2.5/Py/Scripts/Proposals/After Effects|Import/Export Formats]]
    5キロバイト (609 語) - 2018年6月29日 (金) 04:42
  • 4キロバイト (148 語) - 2018年6月29日 (金) 04:51
  • ==== Adobe After Effects エクスポート ==== …クスポートし、Blender で作成されたシーンを元に、After Effects のフィルタやレイヤにリンクするのに使用できます。
    7キロバイト (306 語) - 2018年6月29日 (金) 05:44
  • 6キロバイト (251 語) - 2018年8月7日 (火) 02:17
  • * After Effects: Lamp を After Effects の光源としてエクスポートする機能を追加、不必要なキ
    4キロバイト (196 語) - 2018年6月29日 (金) 05:49
  • * Object Menu に Quick Effects が追加 - r40825
    4キロバイト (159 語) - 2018年6月29日 (金) 04:46
  • # To remove pixelation effects
    51キロバイト (6,163 語) - 2018年6月29日 (金) 04:43
  • #REDIRECT [[Dev:2.5/Py/Scripts/Proposals/After Effects]]
    56バイト (7 語) - 2018年6月29日 (金) 03:46
  • #REDIRECT [[Dev:2.5/Py/Scripts/Proposals/After Effects]]
    56バイト (7 語) - 2018年6月29日 (金) 04:40
  • == After Effects Exporter == …uals, freelancers and studios. Blender should be "playing nice" with After Effects in order to encourage its adoption in the MoGraph scene. Such adoption will
    7キロバイト (1,148 語) - 2018年6月29日 (金) 03:44
  • -Added a media entry at world level to allow fast atmospheric effects like volume lights …code, but the implementation would be best based on BI interface. the only effects we really need since they are so slow in POV are vector blur and defocus f
    14キロバイト (2,174 語) - 2018年6月29日 (金) 04:40
  • #REDIRECT [[Dev:2.5/Py/Scripts/Proposals/After Effects]]
    56バイト (7 語) - 2018年6月29日 (金) 03:46
  • * Volumetric effects
    9キロバイト (1,445 語) - 2018年6月29日 (金) 02:51
  • …orge.net/) plugin host to blender's compositor to allow the use of any OFX effects plug-in within a compositor node tree.
    11キロバイト (1,766 語) - 2018年6月29日 (金) 03:37
  • …r working with live footage (compositing of digital props, characters, and effects into film recordings). There is an existing library [http://code.google.co
    16キロバイト (2,563 語) - 2018年6月29日 (金) 04:41
  • * Support for plugin effects (using industry standard api) (better idea: make a generic binary plugin in * secondary effects (foam, splashes)*
    14キロバイト (1,916 語) - 2018年6月29日 (金) 05:48
  • ** Additional nodes to apply instance effects, like interlacing effects.
    19キロバイト (3,016 語) - 2018年6月29日 (金) 05:53
  • #REDIRECT [[Dev:Ref/Outdated/Release Notes/Sequencer/Effects]]
    62バイト (8 語) - 2018年6月29日 (金) 06:05
  • In short, anything relating to dynamics and "effects" should be relocated to the dynamics tab. This includes: The Build and Wave effects have been moved to the new Mesh Modifier system.
    6キロバイト (941 語) - 2018年6月29日 (金) 02:45
  • Every particles button inside the Effects panel falls into one of these categories. However, there obviously has been added, and particle systems themselves are no longer part of the Effects panel. With this in mind, our proposed
    3キロバイト (385 語) - 2018年6月29日 (金) 02:45
  • *Effects, other settings
    2キロバイト (260 語) - 2018年6月29日 (金) 02:45
  • 5. Effects * Same as current effects panel (tentative)
    827バイト (95 語) - 2018年6月29日 (金) 02:45
  • …space, regardless of how logical it was, or of the visual or psychological effects of their placement there. Since the <=2.36 panels have just chopped up the …ns the same options in it per filter or behavior currently selected in the effects layer window. The options that are available in the 'dashboard' are desided
    8キロバイト (1,340 語) - 2018年6月29日 (金) 02:45
  • 5. Render elements and effects
    3キロバイト (521 語) - 2018年6月29日 (金) 02:45
  • …braries and Python modules tailored for software development in the visual effects industry.
    2キロバイト (359 語) - 2018年6月29日 (金) 04:37
  • …e kind of NLA editor for compositing nodes, to easier drag around keyframe effects AND image sequences.
    9キロバイト (1,465 語) - 2018年6月29日 (金) 06:04
  • ** Wind effects would modify the center vector, so the limit sphere was drawn
    39キロバイト (6,042 語) - 2018年6月29日 (金) 02:54
  • = Effects = {{Template:Release_Notes/2.49b/Sequencer/Effects}}
    128バイト (14 語) - 2018年6月29日 (金) 03:43
  • * Quick effects now available in object menu - r40825
    3キロバイト (503 語) - 2018年6月29日 (金) 04:46
  • This makes many effects possible that were previously difficult to achieve, for example footsteps i New Addons in this release are an Adobe After Effects exporter, Atomic Blender (Protein Data Bank) file importer, Acclaim and C3D
    3キロバイト (445 語) - 2018年6月29日 (金) 04:47
  • ==== Adobe After Effects Export ==== …s for all of the objects you select can be exported and used to link After Effects' filters or layers basing on your scene created in Blender.
    5キロバイト (757 語) - 2018年6月29日 (金) 04:50
  • …th a number of other improvements. There were also features added to After Effects export, X3D export, Atomic Blender PDB import, MHX import, UV layout export
    4キロバイト (646 語) - 2018年6月29日 (金) 05:44
  • ===== After Effects Exporter =====
    5キロバイト (679 語) - 2018年6月29日 (金) 05:47
  • * "Paint effects" now work in relative mesh space instead of global. This means that effect
    9キロバイト (1,270 語) - 2018年6月29日 (金) 05:44
  • * After Effects: add export of lamps as After Effects lights, add option to export static scene, avoid exporting some unnecessary
    3キロバイト (429 語) - 2018年6月29日 (金) 05:48
  • …and so they can just as well be used for creating motion graphics or other effects in the compositor.
    11キロバイト (1,805 語) - 2018年6月29日 (金) 05:50
  • …y and each slice is processed in separated thread. Currently the following effects are multithreaded: Cross, Gamma Cross, Add, Subtract, Multiply, Alpha Over,
    3キロバイト (510 語) - 2018年6月29日 (金) 05:50
  • …ure, click the {{Format/Literal|Create Armature}} button. This has several effects:
    8キロバイト (1,378 語) - 2018年6月29日 (金) 04:51
  • * Fix {{BugReport|34811}}: Wrong result of add/subtract effects. ({{Commit|55924}})
    30キロバイト (3,683 語) - 2018年6月29日 (金) 05:54
  • …BSDF]] with Diffuse and Glossy component is now available for Cartoon like effects. ({{Commit|56980}}) …estin Backscatter closures]] were added for testing, useful for Cloth like effects. ({{Commit|56900}})
    2キロバイト (333 語) - 2018年6月29日 (金) 05:55
  • …render effects like fire, smoke, mist, absorption in glass, and many other effects that can't be represented by surface meshes alone.
    5キロバイト (746 語) - 2018年6月29日 (金) 06:04
  • …render effects like fire, smoke, mist, absorption in glass, and many other effects that can't be represented by surface meshes alone. …urface and volume shader. The world can also use a volume shader to create effects such as mist.
    3キロバイト (461 語) - 2018年6月29日 (金) 06:04
  • …t the API changes are totally internal, so that there is no artist-visible effects on Freestyle rendering results. The effects of the API changes are illustrated below by taking the japanese_bigbrush.py
    6キロバイト (878 語) - 2018年6月29日 (金) 06:07
  • …n=top| [[Image:Dev-Source-Bevel-Parameter.png|none|frame|Profile Parameter effects]]
    5キロバイト (741 語) - 2018年6月29日 (金) 06:05
  • It allows baking the active vertex paint 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
  • …f manual work (inserting and tweaking keyframes) to achieve certain common effects. For example, snappy movements, and fake-physics such as bouncing/springing effects.
    10キロバイト (1,562 語) - 2018年6月29日 (金) 06:07
  • * Fix {{BugReport|39584}}: Effects strips render black ({{Commit|4f6c218}})
    40キロバイト (5,177 語) - 2018年6月29日 (金) 06:08
  • #REDIRECT [[Dev:Ref/Oudated/Release Notes/Sequencer/Effects]]
    61バイト (8 語) - 2018年6月29日 (金) 06:05
  • *areas for effects. …copter or fan. They are forced to use awkward techniques to imitate those effects. And fourth, using a frame based animation system actually increases the a
    30キロバイト (5,134 語) - 2018年6月29日 (金) 02:45
  • *I think these indices are important for glow effects etc. …e VSE, since the sequencer is so easy to use to splice strips and has more effects; do that work in the sequencer and then input to a noodle to do overall col
    17キロバイト (2,835 語) - 2018年6月29日 (金) 02:50
  • …take a look at the 'Rotobrush' (rotoscoping brush) feauture in Adobe After Effects CS5 and latest versions.
    22キロバイト (3,653 語) - 2018年6月29日 (金) 04:45
  • #* propably quite easily implemented as the effects list allready is in the code …f/maximum value would enable for example a hair dryer to be made that only effects particles directly infront of it.
    5キロバイト (867 語) - 2018年6月29日 (金) 02:46
  • '''Water effects: '''
    11キロバイト (1,673 語) - 2018年6月29日 (金) 02:45
  • …being the 'Image Texture' we have at the moment. In order to layer several effects onto one channel, there would be one shader/texture, which takes two or mor
    5キロバイト (876 語) - 2018年6月29日 (金) 03:37
  • …everting the build direction over time. Would also be very useful for text effects. Currently a mesh converted from a text is built from right to left. …need to collapse the mirror modifier. Also, one could immediately see the effects of placing new seams. This could be may be added to the UVProject modifer.
    9キロバイト (1,402 語) - 2018年6月29日 (金) 04:45
  • …keyboards) and those other machines used by those guys that make the sound effects on the films (I think they're called sonoplasts). I saw a film where they u
    5キロバイト (877 語) - 2018年6月29日 (金) 04:46
  • * supports only sequencer effects and custom materials …all over the place (take a look at "effectdata", "PluginSeq" for sequencer effects)
    21キロバイト (2,970 語) - 2018年6月29日 (金) 02:51
  • * Color / texture (texture would be an interesting option to make cool brush effects rather simply.) …be optional, specifically when the halo is being used to simulate optical effects such as the bright corona of an eclipse, or the light from the sun disappea
    24キロバイト (3,956 語) - 2018年6月29日 (金) 02:45
  • === Audio Effects Strips === <!--Audio effects--> | bgcolor="Chocolate" | Audio strips effects
    18キロバイト (2,030 語) - 2018年6月29日 (金) 02:45
  • …toshop. There's talk of this already on the page, but I'd also like to see effects work in the same way. The order in which you choose two strips to apply an *would be nice to have eg. transform, speed and other effects (when possible) also work with the alpha, so we can still use alpha-over mo
    5キロバイト (651 語) - 2018年6月29日 (金) 03:36
  • Now you are there and opened the door to a wide variety of additional effects in Video Sequence Editor which don't have the be implemented there one by o …improve the usefulness another 100% and would make all kind of fancy blend effects more easy. This would require a switch on the Strip-Input to select the Str
    4キロバイト (592 語) - 2018年6月29日 (金) 05:51
  • …output nodes''' - A material then uses the two created TE objects for it's effects: …aper on physically-based modeling of fire and it seemed to me that similar effects could be done in Blender if you could use a texture to vary the IOR of a ma
    7キロバイト (1,050 語) - 2018年6月29日 (金) 02:45
  • poutsa - integrate python explode object effect into effects panel mfoxdogg - use of formulas in special effects
    8キロバイト (1,305 語) - 2018年6月29日 (金) 02:45
  • …ing or Shape animation are the common words used to discuss these types of effects.
    19キロバイト (3,178 語) - 2018年6月29日 (金) 02:47
  • This change will not effects blenders current support for 10.3 or 10.4. These platforms will be built u …h Blender and OSX. SDL is not ready and has to be removed, this currently effects fluids, game engine keyboard support, sound and the sequencer. Fluids beca
    8キロバイト (1,350 語) - 2018年6月29日 (金) 03:36
  • #REDIRECT [[Dev:Source/Sequencer/Effects]]
    42バイト (5 語) - 2018年6月29日 (金) 03:46
  • * effects
    10キロバイト (1,622 語) - 2018年6月29日 (金) 02:45
  • * Built-in replace/alpha/etc effects only work when there's a strip below. Could work for single strip too. * All images are cropped to the render resolution inside Input strips, making effects like Transform less useful, see {{BugReport|35028}}.
    11キロバイト (1,622 語) - 2018年6月29日 (金) 03:43
  • ** visual effects with fuzziness/transparency: fire, smoke, clouds, explosions.. ** scenic effects: falling leaves, rolling tumbleweeds..
    6キロバイト (848 語) - 2018年6月29日 (金) 06:08
  • * Modifier produces non deterministic effects {{BugReport|42015}}
    8キロバイト (1,019 語) - 2018年6月29日 (金) 04:42
  • Several 2D post processing effects for BGE.
    8キロバイト (1,197 語) - 2018年6月29日 (金) 06:08
  • …tures. FBO rendering to texture could also be utilized in creating various effects which require render to textures. …s. Bloom, sepia tone, gray scale, sharpen and color filter post processing effects have been implemented.
    7キロバイト (1,073 語) - 2018年6月29日 (金) 02:52
  • …tation along that axis. By unlocking certain axis, you can get interesting effects:
    31キロバイト (5,103 語) - 2018年6月29日 (金) 03:37
  • …ay. Through the judicious use of diversity, a lot of interesting material effects can be achieved.
    13キロバイト (2,056 語) - 2018年6月29日 (金) 02:46
  • …lender versions. You can choose the 'filter' and 'alpha' values and their effects will be computed on each surface as before. If the Limit slider is set to any value greater than 0.0, then transmissivity effects are enabled. For most users who want to enable transmissivity, the maximum
    6キロバイト (1,013 語) - 2018年6月29日 (金) 02:46
  • …ler operators can be combined together simply to create more sophisticated effects. We start with a 4 sided quadrilateral labelled F1. By running the Euler SE …, by storing a list of what eulers were called, in what order. To undo the effects of the last tool executed, all that would need to be done is to traverse th
    23キロバイト (3,872 語) - 2018年6月29日 (金) 04:51
  • I am working on a long overdue rewrite of the way mesh modifiers/effects are handled Currently Blender supports the following deformations/effects on a mesh:
    9キロバイト (1,463 語) - 2018年6月29日 (金) 02:45
  • …they change the Mesh obData, and although having mesh-specifc panels (i.e. effects, particle interaction) in hte Object button is not without precedent, it's
    3キロバイト (512 語) - 2018年6月29日 (金) 02:45
  • As can be seen in the images, without the help of Curve nodes, the effects are not comparable.
    5キロバイト (825 語) - 2018年6月29日 (金) 02:52
  • …of pixels surrounding a specific pixel would be useful for emboss/sharpen effects. I think we would need to look at the pixel processors to see if we can re
    6キロバイト (946 語) - 2018年6月29日 (金) 02:50
  • * All nodes except for output nodes should have no side effects. That means they should not modify any shader data, and only output values
    1キロバイト (207 語) - 2018年6月29日 (金) 04:43
  • = Sequencer Effects Reorganization = …menuing for the sequence editor is not designed for growth. There are many effects which could be built in for ease of access and expansion of the core toolse
    2キロバイト (255 語) - 2018年6月29日 (金) 02:45
  • …ved internally into the blend file (which is the right way to handle sound effects btw).
    3キロバイト (577 語) - 2018年6月29日 (金) 02:47
  • Limiting our self to this set of operations will lead to obscure side effects in real life. Most likely we want to use several elements at the same time
    7キロバイト (1,066 語) - 2018年6月29日 (金) 02:47
  • …mily of functions. Conceptually, it is easy to understand, and functions' effects are kept localized. However, this implementation has more than its fair sh
    12キロバイト (1,827 語) - 2018年6月29日 (金) 02:45
  • …with Maxime on Freestyle, at siggraph, integration has nasty complex side effects still, they discussed work arounds and solutions.
    2キロバイト (291 語) - 2018年6月29日 (金) 03:36
  • **(on modifiers (hooks, softbodies, deform, non-destructive effects) &rarr; check modifier stack)
    2キロバイト (301 語) - 2018年6月29日 (金) 02:47
  • **(on modifiers (hooks, softbodies, deform, non-destructive effects) &rarr; check modifier stack)
    2キロバイト (305 語) - 2018年6月29日 (金) 02:47
  • …ain a particle effect to a VGroup, having the possibility to do N particle effects on an Object makes even more sense. One Example: Head model, I want to have
    1キロバイト (236 語) - 2018年6月29日 (金) 02:46
  • * Sequence effects should be able to seek on input. (or request several arbitrary frames). Sequencer effects currently use ImBufs as data type, nodes use some other image representatio
    4キロバイト (723 語) - 2018年6月29日 (金) 02:51
  • …hin a frame at a certain point, so you could easily get picture in picture effects, or add a channel water mark. I think the only way to do this now is to cr =====Effects (fade in/out), basic editing workflow=====
    20キロバイト (3,617 語) - 2018年6月29日 (金) 03:36
  • …do the same job. Other way to do that is make a way to use single nodes as effects? [[User:Pildanovak|pildanovak]] :At the Blender Conference 2008 I have proposed to have nodes as effects factory: the idea is to use nodes not to process actual images, to prepare
    6キロバイト (957 語) - 2018年6月29日 (金) 03:36
  • …ther note I think it would be very useful to set it up so that the builtin effects and the plugins were structured more similar. It shouldn't be difficult to …lugin API to support a menu heirarchy. Maybe have Plugin names like "Image Effects|Manipulation|Pan+Zoom", and the menu heirarchy is built implicity from that
    1キロバイト (227 語) - 2018年6月29日 (金) 03:37
  • #REDIRECT [[Doc:2.6/Manual/Sequencer/Effects]]
    46バイト (5 語) - 2018年6月29日 (金) 04:52
  • #REDIRECT [[Doc:2.6/Manual/Sequencer/Effects/Plugins]]
    54バイト (6 語) - 2018年6月29日 (金) 04:52
  • This is quite useful for glowing effects
    1キロバイト (219 語) - 2018年6月29日 (金) 04:52
  • '''Special Effects''' :[[Doc:2.6/Manual/Materials/Special Effects/Vertex_Paint|Vertex Paint]]
    46キロバイト (5,663 語) - 2018年6月29日 (金) 03:42
  • …ticles|particle systems]], since particles are only affected by forces and effects on the same layer. …ct on layers 4 and 5 would not. There are many places where layer-specific effects come into play, especially lights and particles.
    6キロバイト (922 語) - 2018年6月29日 (金) 04:44
  • Transform controls can be used to modify and control the effects of the available [[Doc:2.6/Manual/3D_interaction/Transformations|transforma
    2キロバイト (245 語) - 2018年6月29日 (金) 04:43
  • …ol-Pivot_Point-Bounding_Box_Center-edit-mode-rotation.png|frame|center|The effects of rotation in different mesh selection modes when the bounding box is set
    3キロバイト (450 語) - 2018年6月29日 (金) 04:49
  • You can use the proportional editing tool to produce great effects with the scaling ({{Shortcut|s}}) and rotation ({{Shortcut|r}}) tools, as '
    7キロバイト (907 語) - 2018年6月29日 (金) 04:44
  • …ges, there are a number of general controls that can be used to modify the effects of the listed transformations. This includes using keyboard input for preci
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  • …interaction-Transformations-Advanced-Shear_mesh.png|center|thumb|640px|The effects of a {{Literal|Shear}} transform with different {{Literal|Pivot Points}}. S The three frames of the image above show the effects of shearing on the selected vertices when the pivot point is altered. In fr
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  • :With modifiers, you can perform many effects automatically that would otherwise be tedious to do manually. :This category covers various advanced Blender effects, often used to simulate real physical phenomena.
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  • ; ''Specific Easing (by strength) and Dynamic Effects interpolation controls'':
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  • : Draw F-Curves using Anti-Aliasing and other fancy effects (disable for better performance).
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  • ; {{Literal|Dynamic Effects}} …(e.g. ‘Ease In’ for transitional types, and ‘Ease Out’ for dynamic effects).
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  • …ects, that can be adjusted at any time, and layered to create more complex effects. …ve Modifier is only applied for the specified frame range to help mask off effects in order to chain them.
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  • …r icon. Clicking this is a "Solo Track" feature, causing only this track's effects to be visible when animating. This is very useful for debugging complex ani
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  • …der allows animating almost all, then you can animate also video and audio effects while editing video sequences in Video Sequence Editor by keyframes and cha …pt it as something moving, instead of different drawings. For example, lag effects or inertial moves, camera jitter, etc. In Blender these are represented by
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  • Here are some common curves you can use to achieve desired effects: …put colors will change accordingly, allowing for basic color correction or effects. This is equivalent to setting linear curves for R, G and B.
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  • : to make non-photorealistic compositing effects.
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  • | Allows a selective application of the effects of parenting to another object.
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  • Understanding the Constraint Space effects is not really easy (unless you are a geometry genius…). The best thing to
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  • ; {{Literal|Clear Inverse}}: This button reverses (cancels) the effects of the above one, restoring the owner/child to its default state regarding
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  • Since Blender 2.57 some changes to export of effects have been made. Most notably &lt;lambert&gt; is exported if and only if spe ** Material Effects
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  • |Filters for special effects like sepia colours or blur.
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  • …er Constraints generally don't work inside the BGE. This means interesting effects such as {{Literal|Copy Rotation}} are unavailable directly. …s are so small that the object is put to rest. This is how you can see the effects of the {{Literal|Collision Bounds}}.
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  • …ave torque in response to collisions -- but you can still see this value's effects when you manually apply Torque.
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  • …ettings. These effects are a limited subset of the more extensive range of effects available with the Blender renderer (see Doc:2.6/Manual/World|World) ; While world settings offer a simple way of adding effects to a scene, [[Doc:2.6/Manual/Composite Nodes|compositing nodes]] are often
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  • …}}: Combining different parts of a scene (e.g. background, actors, special effects) and filter them (e.g. color correction).
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  • #Animation = Basics, Characters, Advanced, Effects &amp; Physical Sim …at the animation curve, called an Ipo curve, is used in the VSE to animate effects strips.
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  • …ere the graphics card is used to do window drawing and accelerated desktop effects (for example: drop shadow and window transparency). Notably - Ubuntu Unity, …penGL acceleration. Another downside to using hardware accelerated desktop effects is that the windows you have open share texture memory with Blender's OpenG
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  • ===Desktop Effects=== Sometimes, effects and composition such as compiz , metacity, clutter, depending on your syste
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  • : Adds a volumetric effects to the spot lamp. See [[Doc:2.6/Manual/Lighting/Lamps/Spot/Halos|Spot Halo
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  • = Spot Volumetric Effects = {{Literal|Spot}} lights also can produce “volumetric” effects. See [[Doc:2.6/Manual/Lighting/Volumetric Lights|Volumetric Light]] for mor
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  • …settings. It will not modify the background, but it tries to simulate the effects of an atmosphere: scattering of the sunlight in the atmosphere, its attenua And now, the effects of various settings (examples created with [[Media:Manual-Lighting-Lamps-Su
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  • …- Lights - Lamps - Falloff Curve Render.png|thumb|250px|Render showing the effects of a “wavelet” profile graph on the light attenuation.]] …t illuminates through walls and the like. If you want to achieve some nice effects like a fire, or a candle-lit room interior seen from outside a window, the
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  • …nce to a lamp, while hard textures can be used to simulate more pronounced effects, such as a disco ball, dappled sunlight breaking through treetops, or even
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  • :Below is an animated version of the above table of images showing the effects:
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  • : « ''is a technique used in 3D computer graphics to add lighting effects to a rendered scene. It allows the viewer to see beams of light shining thr …oc:2.6/Manual/Lighting/Lamps/Sun/Sky and Atmosphere|“Sky & Atmosphere” effects]] of the {{Literal|Sun}} lamp as volumetric as well).
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  • …or, shininess, reflectance, etc.) but it can also exhibit more complicated effects such as transparency, diffraction and sub-surface scattering. Typical mate …xels of each face of the object may appear differently because of lighting effects). However, different faces of the object may use different materials (see [
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  • …terial, click "+" in the Active Material box. This action has a series of effects:
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  • #REDIRECT [[Doc:2.6/Manual/Materials/Special Effects/Halos]]
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  • Here are some common curves you can use to achieve desired effects:
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  • …ngent vector instead of the normal for shading — for anisotropic shading effects (e.g. soft hair and brushed metal). This shading was introduced in 2.42, se …points as glowing dots. This is a useful material for simulating particle effects or lens flares. They are detailed on the [[Doc:2.6/Manual/Materials/Halos|H
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  • …the shadowed areas, but Blender also has other shaders for various special effects. …t Marcel Minnaert] (1893-1970): was a Belgian astronomer interested in the effects of the atmosphere on light and images who in 1954 published a book entitled
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  • …do not only have to apply to static images. You can get some amazing video effects.
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  • …rs as additional lighting. (This can be used to produce good incandescence effects).
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  • …tor instead of the normal for shading&nbsp;&mdash; for anisotropic shading effects (e.g. soft hair and brushed metal). This shading was [http://www.blender.o
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  • The Shadow panel in the Materials Properties window (Fig. 1) controls the effects that the material can have on the shadows that appear in the scene. The var …r each individual material with which objects in the scene are shaded. The effects are illustrated with rendered images for a simple scene (Fig. 2) consisting
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  • …reflected light source), but it can be set to different values for various effects (e.g. metals tend to have colored highlights).
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  • #REDIRECT [[Doc:2.6/Manual/Materials/Special Effects/Volume]]
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  • Halos come in very handy when creating certain special effects, when making an object glow, or when creating a viewable light or fog/atmos …everal other special effects are available. To enable some or all of these effects, set the number of points/rings, or set the color of each effect individual
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  • Halos come in very handy when creating certain special effects, when making an object glow, or when creating a viewable light or fog/atmos === Effects ===
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  • …2.6|Doc:2.6/Manual/Materials/Properties/| Doc:2.6/Manual/Materials/Special Effects/Wire Render}} …2.6|Doc:2.6/Manual/Materials/Properties/| Doc:2.6/Manual/Materials/Special Effects/Wire Render}}
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  • …ual/Materials/Special Effects/Wire Render|Doc:2.6/Manual/Materials/Special Effects/Halo Render}} …It is by controlling the density that one can get the typical 'volumetric' effects such as clouds or thick smoke.
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  • …al/Materials/Special Effects/Vertex Paint|Doc:2.6/Manual/Materials/Special Effects/Volume Render}} …al/Materials/Special Effects/Vertex Paint|Doc:2.6/Manual/Materials/Special Effects/Volume Render}}
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  • #REDIRECT [[Doc:2.6/Manual/Materials/Special Effects/Vertex Paint]]
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  • ::Alters how the radius of a Beveled Curve is calculated. The effects are easier to see after Shrinking/Fattening a control point {{Shortcut|alt|
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  • …tive to the Noise tool and is a more flexible way to realize these sort of effects. The key advantages of the modifier are that it can be canceled at any mome
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  • A texture can be used to determine the strength of brush effects as well. Select an existing texture from the texture box, or create a new o
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  • Typically {{Literal|Meta}} objects are used for special effects or as a basis for modeling. For example, you could use a collection of meta
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  • …t an object in a non-destructive way. With modifiers, you can perform many effects automatically that would otherwise be tedious to do manually (such as subdi
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  • …axis and origin of the deformation, allowing application of very different effects.
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  • …tic meshes. You can animate the target, the modified mesh or both, but the effects will only be visible when you render the edges of the modified mesh and the …ill enable the modifier and you may apply the modifier, but with bad to no effects. We made some examples with a cube and an icosphere showing the results.
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  • …all sub-faces created by this modifier). The easiest way to understand its effects is to view [[Media:Manual-Modifiers-Generate-Subsurf-SubdivideUVsExample.bl …some extra edge loops near the Creased edges -- this was only to limit the effects of the Smooth Shading, which bleeds over onto the flat faces.
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  • …0''' weight. It can be above {{Literal|Highest Dist}} for reversed mapping effects. ….0''' weight. It can be below {{Literal|Lowest Dist}} for reversed mapping effects.
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  • …by the underlying particle systems on other objects, some of the apparent effects generated by the {{Literal|ParticleInstance}} modifier can look and act vas
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  • …by the underlying particle systems on other objects, some of the apparent effects generated by the {{Literal|ParticleInstance}} modifier can look and act vas
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  • This chapter covers various advanced Blender effects, often used to simulate real physical phenomena, such as:
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  • {{review|text=add more examples of possible effects (also some vid) and move the how-to-activate explanation in a new page}} …, creating vertex colors, image sequences or displacement. This makes many effects possible that were previously difficult to achieve, for example footsteps i
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  • …tness is visible on "Paint" surface "wetmap". Speed of "Drip" and "Spread" effects also depends on how wet the paint is.
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  • …eing completely dry. It is usually used as mask for rendering. Some "paint effects" affect wet paint only. == Effects Panel ==
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  • …bject’s scale, allowing you to scale up and down scene, keeping the same effects.
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  • ===Effects=== :How much clump effects kink amplitude.
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  • …of the particles too. This allows to fine tune the particles and see their effects on the result, but it may slow down your system if you have many children.
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  • …bjects rotation about the normal. requires UV coordinates, the UV rotation effects the objects orientation, currently uses the active UV layer.<br>This allow
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  • These are options for controlling what shading effects are calculated in the render. Deselecting them disables them. …oc:2.6/Manual/Sequencer|Sequencer]], you can tell Blender to process those effects instead of directly rendering the scene.
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  • #Now you can edit the strip and add effects or simply leave it like it is. You can add other strips, like an audio stri You can edit the frames afterwards and post-process them. You can add neat effects in the sequence editor. You can render the same sequence into different res
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  • …render effects like fire, smoke, mist, absorption in glass, and many other effects that can't be represented by surface meshes alone. …urface and volume shader. The world can also use a volume shader to create effects such as mist.
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  • …more “wear” to exposed geometry, or make other ambient occlusion-like effects.
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  • …idirectional scattering distribution function}} for creating cartoon light effects.
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  • …h next event estimation, which is not good at rendering all types of light effects, like caustics, but has the advantage of being able to render more detailed …sing highlights in the image, which might be useful to preserve for camera effects such as bloom or glare.
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  • …ost of the distance between the sun and the earth is empty space. For such effects it is be better to create a volume object surrounding the scene. The size o
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  • …about render layers and cannot feed Blender's node compositor or sequencer effects, since it takes a completely different approach and cannot produce the diff [[Image:Manual-Yafray-skydome.jpg|right|thumb|300px|Various coloring effects based on World settings]]
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  • …ts to the stroke backbone geometry. It has two sets of independent options/effects:
    9キロバイト (1,399 語) - 2018年6月29日 (金) 05:53
  • …from several elements of a scene. In some cases it is necessary to render effects straight out of the renderer, rather than creating them in "post."
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  • …e animating a movie and are not going to do any post-processing or special effects on it, use either '''AVI-JPEG''' or '''AVI Codec''' and choose the XviD ope
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  • = Post Processed Effects = There are several effects you can enable in the Render Settings that add visual elements to rendered
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  • …you two additional controls for exposure, however, these bake the exposure effects into the rendered image, as opposed the techniques explained on this page,
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  • …-based_motion_blur|Vector Blur]] is faster but sometimes has unwanted side-effects - which can be avoided, though. Vector blur is a process done in compositin
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  • …s, by constructing networks of render nodes. You can achieve many special effects, and economize considerably on the render times of complicated scenes, by c
    13キロバイト (2,248 語) - 2018年6月29日 (金) 04:45
  • …about render layers and cannot feed Blender's node compositor or sequencer effects, since it takes a completely different approach and cannot produce the diff [[Image:Manual-Yafray-skydome.jpg|right|thumb|300px|Various coloring effects based on World settings]]
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  • :When deforming bones, multiply effects of Vertex Group weights with Envelope influence. …e}} visualization, bones are drawn as sticks, so you can’t visualize the effects of these settings.
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  • * Bones' relationships are crucial, as [[#Effects of Bones Relationships|detailed below]]. == Effects of Bones Relationships ==
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  • …laced, are used to derive X and Z scaling factors. This allows the scaling effects, determined using the modes above, to be tweaked as necessary for artistic
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  • …ings…), ''working on top of each other, '''or''' mixing their respective effects'' (depending whether their {{Literal|MultiModifier}} option is set, see [[D …bitstream/handle/2262/64125/sdq.pdf {{Literal|Dual Quaternions skinning}}] effects.'''
    12キロバイト (1,841 語) - 2018年6月29日 (金) 04:51
  • **Enhance the images by adjusting colors, adding in-scene special effects …editing system that allows you to combine multiple video channels and add effects to them. Its functionality has been inside Blender since the beginning. Eve
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  • {{Page/Header|2.5|Doc:2.5/Manual/Sequencer/Effects/Plugins|Doc:2.5/Manual/Sequencer/Rendering}} …the announcer on channel 5, background music on channel 6, and foley sound effects on channel 7.
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  • {{Page/Header|2.5|Doc:2.5/Manual/Sequencer/Usage|Doc:2.5/Manual/Sequencer/Effects/Plugins}} =Sequencer Effects=
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  • …ears; channel 0 is the result of compositing the strips with their special effects strips. Channel 1 is what the current frame's image from the strip in chann …around, cutting, grouping (making meta) and splicing them through special effects.
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  • …2.5/Manual/Sequencer/Modes/Sequence Screen Layout|Doc:2.5/Manual/Sequencer/Effects}} …o transition from sequence to sequence, providing advanced hollywood-style effects for a professional looking video.
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  • …the object's net coloring. The net color you see is a sort of layering of effects, as shown in this example image. The layers, if you will, are: …ading of your scene in general. It can provide ambient colour, and special effects such as mist, but a very common use of a {{Literal|World}} is to shade a ba
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  • …l vector as coordinates. This is very useful when creating certain special effects that depend on viewing angle. …gives the best results on single planar faces. It does produce interesting effects on the sphere, but compared to a sphere-mapped sphere the result looks flat
    7キロバイト (1,099 語) - 2018年6月29日 (金) 04:41
  • …environment maps need to be made multiple times, recursively, so that the effects of one environment map can be seen in another environment map. See Examples
    10キロバイト (1,564 語) - 2018年6月29日 (金) 04:51
  • …l vector as coordinates. This is very useful when creating certain special effects that depend on viewing angle. …gives the best results on single planar faces. It does produce interesting effects on the sphere, but compared to a sphere-mapped sphere the result looks flat
    6キロバイト (1,049 語) - 2018年6月29日 (金) 04:48
  • …a texture via a texture channel using UV as a map input), you can see the effects of your painting in the context of your scene as you paint. :In order to see the effects of the Erase and Add Alpha mix modes in the UV/Image Editor, you must enabl
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  • …lend other textures together (with {{Literal|Stencil}}), or to create nice effects (especially with the {{Literal|Mapping: Normal}} trick). Just remember: if
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  • …d on the distance metric. Adjusting these values can have some interesting effects on the end result.<!-- (no gallery yet) Check the Samples Gallery for some
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  • …your renderings by adding a nice background, and some interesting 'depth' effects. These are accessible via the {{Literal|World}} context. By default a very While these world settings offers a simple way of adding effects to a scene, [[Doc:2.6/Manual/Composite Nodes|compositing nodes]] are often
    2キロバイト (284 語) - 2018年6月29日 (金) 04:43
  • …hading of your scene in general. It can provide ambient color, and special effects such as mist, but a very common use of a {{Literal|World}} is to shade a ba
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  • {{MainTOC|World and Ambient Effects| '''Ambient Effects'''
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  • …hatever hairs, you can play around with the settings to generate very cool effects.
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  • …outline of objects isn't changed, so the trick is given away. For similar effects you can use [[Doc:Reference/Glossary/D#Displacement Mapping|Displacement Ma
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  • …diffuse and specular reflections and transmissions must be accounted for. Effects such as colour bleeding and caustics must be included in a global illuminat
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  • Shading is a method used in computer graphics to simulate the differing effects of light and colour across the surface of an object. In practice, Gouraud s
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  • …he raytracing add-ons. It is much faster than Raytracing, but allows fewer effects, such as reflections, refractions, motion blur and focal blur.
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  • …n left at white, but you can make them different colors to get interesting effects. Most of the time you can completely ignore the specular and diffuse settin
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  • |{{section|Ambient Effects |{{section|Effects and Post Processing
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  • …t the different texture channels. I'm sure you've seen the different X-Men effects, so now you know how it was done, and how photo-realism can be achieved.
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  • :[[Doc:JA/2.6/Manual/Sequencer/Effects|同梱エフェクト]]
    59キロバイト (5,766 語) - 2018年6月29日 (金) 04:40
  • …tor instead of the normal for shading&nbsp;&mdash; for anisotropic shading effects (e.g. soft hair and brushed metal). This shading was [http://www.blender.o
    9キロバイト (707 語) - 2018年6月29日 (金) 05:49
  • === Effects ===
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  • …al/Materials/Special Effects/Vertex Paint|Doc:2.6/Manual/Materials/Special Effects/Volume Render}} …al/Materials/Special Effects/Vertex Paint|Doc:2.6/Manual/Materials/Special Effects/Volume Render}}
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  • {{review|text=add more examples of possible effects (also some vid) and move the how-to-activate explanation in a new page}}
    2キロバイト (77 語) - 2018年6月29日 (金) 05:45
  • == Effects パネル == [[File:GSoC-DynamicPaint-Guide-CanvasEffects.png|frame|Canvas effects パネル]]
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  • = Post Processed Effects =
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  • * [[#Effects of Bones Relationships|後述するように]]、ボーン間の関係(re
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  • #REDIRECT [[Doc:2.4/Manual/Sequencer/Effects]]
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  • #REDIRECT [[Doc:2.4/Manual/Sequencer/Effects/Plugins]]
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  • {{Template:MainTOC|World and Ambient Effects| {{Template:MainTOC|Effects and Physical Simulation|
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  • :Blender specific Vector Blur. Faster but sometimes unwanted side-effects - which can be avoided though.
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  • #REDIRECT [[Doc:2.4/Tutorials/Game Engine/Resources/View Effects]]
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  • #REDIRECT [[Doc:2.4/Tutorials/Game Engine/Resources/View Effects]]
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  • #Special Effects
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  • # Animation = Basics, Characters, Advanced, Effects & Physical Sim
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  • …replace the documentation tutorial, because it does not use/cover all the effects/features that the documentation tutorial does.
    1キロバイト (187 語) - 2018年6月29日 (金) 02:45
  • #REDIRECT [[Doc talk:2.6/Manual/Materials/Special Effects/Vertex Paint]]
    72バイト (9 語) - 2018年6月29日 (金) 05:53
  • …rate mid-way through an animation can lead to poor results, as objects and effects animated at a different frame rate will appear unnatural.}}
    56キロバイト (9,957 語) - 2018年6月29日 (金) 03:43
  • …select {{Literal|Particles}}.[[Image:UM_PART_XIII_KST_PI06.png|none|frame|Effects panel.]] :7. Now select the circle and press {{Literal|RecalcAll}} in the {{Literal|Effects}} tab. If you play the animation, {{shortcut|alt|A}}, you will see the part
    4キロバイト (781 語) - 2018年6月29日 (金) 02:44
  • …d aperture size of the lens and, if skilfully used, can give very pleasing effects. Blender's renderer does not provide an automatic mechanism for obtaining D
    6キロバイト (1,057 語) - 2018年6月29日 (金) 02:49
  • |tooltip=Generate '''many''' cool water droplet/ripple/wave effects as a texture. It can be animated too. …n of ripples on water and can be tweaked to produce all kinds of different effects.
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  • * Effects similar to the popular 'Cubism' are possible.
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  • |tooltip=Export camera tracking to Maya Ascii (for Shake, After Effects etc).
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  • …shexplosion.htm#explosionspatterns Mesh Explosion - does simple explosion effects.
    7キロバイト (1,169 語) - 2018年6月29日 (金) 02:45
  • *There are 25 Special Effects that can be added to your mesh. *The other effects are equally wonderful.
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  • #REDIRECT [[Extensions:2.6/Py/Scripts/Import-Export/Adobe After Effects]]
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  • #REDIRECT [[Extensions:2.6/Py/Scripts/Import-Export/Adobe After Effects/Changelog]]
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  • …obe After Effects. Creates *.jsx file that can be run as a script in After Effects.}}
    48キロバイト (6,445 語) - 2018年6月29日 (金) 03:45
  • …nd will point to the convergence of the XYZ axes. You could create special effects by using multiple sun lamps of different colors set apart using the {{Forma
    17キロバイト (2,793 語) - 2018年6月29日 (金) 05:44
  • …it is possible to use the scaling to distort the textures to create other effects such as the wind-blown sandstone look (see Sandstone preset for example).</
    13キロバイト (2,159 語) - 2018年6月29日 (金) 05:57
  • …be used to extrude flutes (see below) and has some other interesting side-effects, that are not currently documented but provided for the user to explore. Ca …Wise (right handed) rotation. Applied to each "row" of column with varying effects depending on other selections.
    8キロバイト (1,296 語) - 2018年6月29日 (金) 04:43
  • Set Variance to more than main property value, interesting effects, especially with Depth; "Big Blocks" effect for all directions. Try different cursor locations and repeated warps for various effects.
    20キロバイト (3,199 語) - 2018年6月29日 (金) 04:40
  • …it is possible to use the scaling to distort the textures to create other effects such as the wind-blown sandstone look (see Sandstone preset for example).</
    13キロバイト (2,130 語) - 2018年6月29日 (金) 04:44
  • Set Variance to more than main property value, interesting effects, especially with Depth; "Big Blocks" effect for all directions. Try different cursor locations and repeated warps for various effects.
    15キロバイト (2,417 語) - 2018年6月29日 (金) 04:46
  • …ber of different options which can be used to create some very interesting effects. The video above explains eachl, but highly encourage you to play around wi
    6キロバイト (885 語) - 2018年6月29日 (金) 05:51
  • |name=Adobe After Effects Exporter (.jsx) |tooltip=Exports animation data of selected objects to Adobe After Effects (.jsx)
    4キロバイト (610 語) - 2018年6月29日 (金) 04:47
  • - Moved adding composition's name from blender's toolbox to After Effects. User specifies name when running script in AE.<br/> …n_x correction to exported objects to match default zero rotation in After Effects. Objects with zero rotation in blender lay on the floor. In AE leyers with
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  • ** '''Apply Modifiers''' - Temporarily apply the effects of modifiers to the mesh before export. This excludes Armature modifiers o
    7キロバイト (1,132 語) - 2018年6月29日 (金) 04:38
  • …wrong rendering of interfaces between transparent objects. The most common effects are black or very dark areas from rays which are 'caught' between the inter
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  • …ne. The user then sets the tension for each tangent (how much that tangent effects that spline), and the end point to use for the spline. By setting the tange
    7キロバイト (1,099 語) - 2018年6月29日 (金) 05:49
  • Now, it remains to understand how this effects the which part of an GD ... ;-) It is very difficult to see the effects, because the function depends on 8 parameters!
    19キロバイト (2,972 語) - 2018年6月29日 (金) 04:52
  • * Interior Faces: Faces spanning inside the mesh that cause confusing effects with Subsurf and Edge Loops. By the Blender definition, this is only true f
    7キロバイト (1,101 語) - 2018年6月29日 (金) 05:48
  • …time. Reset the Cube Base Object and Grow a new model. You should see the effects of the random variations. Select the Cube, move it, reset it and grow it ag Now if you grow a new model you will see the effects of Variable Propagation, as can be seen in ''Image e''.
    22キロバイト (3,806 語) - 2018年6月29日 (金) 05:47
  • …influence to the growth of objects, maybe as nodes. Used to represent the effects of wind and light etc. during growth.
    5キロバイト (918 語) - 2018年6月29日 (金) 05:49
  • 4キロバイト (649 語) - 2018年6月29日 (金) 04:41
  • …er Effects. Creaza un fisier *.jsx care poate fi rulat ca program in After Effects.}}
    39キロバイト (5,167 語) - 2018年6月29日 (金) 05:57
  • …nique tries to reproduce the natural behaviour of light and its particular effects on surfaces, such as reflection and refraction, caustics and indirect light
    780バイト (128 語) - 2018年6月29日 (金) 03:38
  • …language has 16 primitives, that can be combined to achieve many different effects. I think this is similiar to the new [http://www.blender.org/cms/Blender_No
    10キロバイト (1,760 語) - 2018年6月29日 (金) 02:50
  • physical sound source in the simulated environment before any sound effects caused by the medium. …DSP_for_any_source patches make the actual signal processing that adds the effects caused
    9キロバイト (1,473 語) - 2018年6月29日 (金) 02:50
  • …obe After Effects. Creates *.jsx file that can be run as a script in After Effects.}}
    29キロバイト (3,574 語) - 2018年6月29日 (金) 05:47
  • #REDIRECT [[Doc:2.4/Manual/Sequencer/Effects]]
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  • #REDIRECT [[Doc:2.4/Manual/Sequencer/Effects/Plugins]]
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  • #REDIRECT [[Doc:2.4/Manual/Sequencer/Effects]]
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  • {{todo|update needed?}} [[Doc:2.4/Manual/Physics|Effects & Physical Simulation]]
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  • …, like shaders vs lamp types, "projector" tricks or material based "lights effects".
    2キロバイト (259 語) - 2018年6月29日 (金) 02:47
  • …o build up more complex, composite methods that achieve some rather pretty effects. …on as well as some more abstract issues with modeling. This includes small effects that can be introduced to add realism and the “wow factor” to a scene.
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  • * don't add special effects (shadows, different background, etc): just show blender elements as they ar
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  • {{Template:MainTOC|World and Ambient Effects| {{Template:MainTOC|Effects and Physical Simulation|
    6キロバイト (791 語) - 2018年6月29日 (金) 04:41
  • == Effects == …eta:Sanbox/Doc:2.6/Manual/Sequencer/Effects/Add-Modify|Adding and changing effects]]
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  • {{Page/Header|2.6|Doc:2.6/Manual/Sequencer/Effects/Add-Modify}} = Adding and modifying Effects =
    4キロバイト (618 語) - 2018年6月29日 (金) 05:55
  • {{Page/Header|2.6|Doc:2.6/Manual/Sequencer/Effects/List}} = Effects List =
    20キロバイト (3,446 語) - 2018年6月29日 (金) 05:55
  • **Enhance the images by adjusting colors, adding in-scene special effects …editing system that allows you to combine multiple video channels and add effects to them. Its functionality has been inside Blender since the beginning. Eve
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  • …o transition from sequence to sequence, providing advanced hollywood-style effects for a professional looking video.
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  • …. In general, you load up your strips, create strips of special transition effects, and then animate out your sequence by selecting "Do Sequence" and clicking …the announcer on channel 5, background music on channel 6, and foley sound effects on channel 7.
    5キロバイト (955 語) - 2018年6月29日 (金) 05:55
  • …. In general, you load up your strips, create strips of special transition effects, and then animate out your sequence by selecting "Do Sequence" and clicking …the announcer on channel 5, background music on channel 6, and foley sound effects on channel 7.
    6キロバイト (1,015 語) - 2018年6月29日 (金) 05:56
  • …p(s), n different channel(s). (see [[Doc:2.6/Manual/Sequencer/Effects/List|Effects list]] page for more details.)
    10キロバイト (1,608 語) - 2018年6月29日 (金) 05:55
  • …2.5/Manual/Sequencer/Modes/Sequence Screen Layout|Doc:2.5/Manual/Sequencer/Effects}} …o transition from sequence to sequence, providing advanced hollywood-style effects for a professional looking video.
    28キロバイト (4,757 語) - 2018年6月29日 (金) 05:55
  • …around, cutting, grouping (making meta) and splicing them through special effects.
    9キロバイト (1,548 語) - 2018年6月29日 (金) 05:55
  • …2.5/Manual/Sequencer/Modes/Sequence Screen Layout|Doc:2.5/Manual/Sequencer/Effects}} …2.5/Manual/Sequencer/Modes/Sequence Screen Layout|Doc:2.5/Manual/Sequencer/Effects}}
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  • {{Template:MainTOC|World and Ambient Effects| {{Template:MainTOC|Effects and Physical Simulation|
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  • | World and Ambient Effects
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  • The levels contain mostly static scenery, linking in characters, props and effects as groups.
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  • …tuitive eraser would also be nice. The current one leaves a color ghosting effects behind which can make painting transparency nearly impossible. '''This soun
    20キロバイト (3,298 語) - 2018年6月29日 (金) 02:53
  • …ve. To make things faster maybe with a global resolution setting? A lot of effects are based on changes over time so being able to easily preview them without
    6キロバイト (900 語) - 2018年6月29日 (金) 05:48
  • …ts on how to deal with the creation of facial tracking, in order to obtain effects such as digital makeup with Blender. Conversation starts with [http://mango
    496バイト (67 語) - 2018年6月29日 (金) 05:45
  • Appearance > Visual Effects > None
    3キロバイト (354 語) - 2018年6月29日 (金) 03:43
  • …ck, but uses quite a lot of memory. So this should be used for short sound effects that get played more often, but not for longer audio files such as music. …n is already present in the multichannel file. So if you want to use those effects for a file with multiple channels, check this!
    2キロバイト (332 語) - 2018年6月29日 (金) 06:06