| 1. | Mixing dynamic and non - dynamic geometry with motion blur could render incorrectly 运动模糊下混合动态与非动态几何体会产生不正确渲染效果。 |
| 2. | At last , i have come up with the final rendering by completing all the steps of production 最终,我完成了制作过程的所有步骤,并获得了最终的渲染效果图。 |
| 3. | Very often you need to have a environment which reflects on your object to achieve a good rendering (通常你需要为反射指定一个环境以达到更好的渲染效果。 |
| 4. | I had a bunch of ideas but they were too blurry to produce any well - rendered images 我有一大堆的想法,但是对于制作渲染效果良好的插图来说那是太大一堆想法了。 |
| 5. | In this case , the z - rotation of the scope geometry is used to drive the cone angle on the spot light 在材质网络里的两个节点是一个简单的例子,去显示无材质的节点如何用于驱动一个渲染效果。 |
| 6. | Sided vs 2 - sided . its easy to see the differences in an object rendered without 2 - sided ( left ) and one that is ( right ) 单面vs .双面很容易就能看出不使用双面材质(左边)和使用双面材质(右边)的物体渲染效果的不同。 |
| 7. | Even though the final renderings were similar to the tentative sketches , i found myself little bit discontent with the final product 虽然最终的渲染效果图和设计草图非常相像,我对最终的作品还是有稍许不满意的地方。 |
| 8. | The remaining 2 nodes in the shading network are a simple example to show how non - shading nodes can be used to drive rendering effects 在材质网络里的两个节点是一个简单的例子,去显示无材质的节点如何用于驱动一个渲染效果。 |
| 9. | To prove it , here is a render of the exact same scene , with the color of the back light changed to a pretty dark blue color , the front light with a near - white - blue color and the material for the text to a purple color 要继续提示渲染效果,接下来还有一个相同场景的渲染,不同的是背景灯的颜色改为深蓝,前主光的颜色改为接近白色的蓝色,并给文字赋予了紫色的材质。 ) |
| 10. | Inclusion of our special adaptive multiple ray sampler code to enhance rendering speed on scenes that use multiple “ blurry ” rendering effects like blurry tracing , area shadows or quasi monte carlo global illumination 整合了我们特殊的自适应多重光线采样代码,对于那些使用了多重模糊渲染效果* *的场景(比如模糊追踪* * 、区域阴影、半蒙特卡洛全局光照等) ,可以提高渲染的速度。 |