These were introduced in DirectX 7.0. They provide a mechanism for recording a series of state changes (including lighting, material and matrix changes) into a macro, which can then be replayed by a single call. This has two advantages: 这是在DX7中引入的概念。它提供了一个机制记录一系列状态...
Protect materials from the purge process with a Fake user Choose the best shader for a material Use image textures Control projection and tilling for textures Apply PBR materials to objects Use Nodes to control and craft materials Apply glossy and transparent shaders to objects ...
Distance culling for objects to remove objects which are too far away from the camera. Fix for undesirable threads affinity change on Windows. Avoid various numerical issues in the kernel, solving fireflies. Fixes for deformation motion blur combined with autosplit. Better remainedtime estimation. Var...
-‘Delete’confirmationremove -EnablePieMenu:3DViewportPieMenus:EditDeletePieHotkey:X -LoopToolsaddon -NodeWrangleraddon -SpacebartoSearch(UnderPreferences-Keymap) CustomizetheUI Splittheview-Dragfromcorner JoinView-RMBonthelinweenareas-Join Modeling AddingObjects -AddingObjects-ShiftA -Adjustlastoperation...
Global view shows all of the 3D objects in the scene. Local view isolates the selected object or objects, so that they are the only ones visible in the viewport. This is useful for working on objects that are obscured by other ones, or to speed up viewport performance in heavy scenes. ...
Ambient occlusion is computed using GTAO and applied to indirect lighting. The bent normal option will make the diffuse lighting come from only the least occluded direction. 环境光遮蔽被用GTAO计算并且被应用到间接光。弯曲法线选项将使漫射光仅来自遮挡最少的方向。
object color 物体的颜色。 需要 配合 (n窗口右边)material, options,objcet color 选项。 才能显示颜色. 126 dupliframes 复制帧/框架 DupliFrames is a tool to duplicate objects at frames distributed along a path. This is a useful tool to quickly arrange objects. ...
Restrict scene exports and the UI to objects in the scene's active layers. Ignore Blender materials The Source Tools will usually export the name of the Material assigned to each face, or a face-assigned Texture if none is found. Checking this box makes the Tools skip straight to the textu...
Blender has a handy script built-in that lets us export multiple selected objects in our scene as separate objects. I remember mentioning this principle in abeefy article focussing on Unreal Engine workflow, but thought it would be neat to turn it into its own article. Here it is!
What I’m trying to say is that it’s definitely not a uniform solid block of material. In my quest to simulate these effects as closely as possible, the bend algorithm continued to evolve. Along the way, I aimed to capture everything from Italian poplars all the way to weeping willows...