但是对于水面我使用了HDRI反射贴图。
在贴图卷展览为反射贴图通道赋予一张“光线追踪”贴图。
这个场景材质网络证明一个方法,让你能获得控制光当使用反射贴图时。
The Planet shading network demonstrates one way that you can gain control over the lighting when using reflection maps.
这里是有着同样设置的同一个场景,惟一的不同是没有添加模拟反射贴图。
Here we have the same scene with the same Settings like above. Only the image for fake reflection is different.
其它地方的皮肤很简单,只有一些细微的变化。这里是皮肤漫反射贴图的一些样本。
The rest of skin remains really simple, with only subtle variations on it. Here is some example of the diffuse texture for the skin.
当你为反射贴图通道添加了光线追踪贴图后,你会发现材质编辑器显示出新的设置。
After you have insert RAYTRACE in the reflection map you will see that the material editor is showing new Settings.
对于高光和反射贴图,我调整了它们的强度来让她的眼睛,耳朵,嘴唇,鼻子和前额看起来更有光泽。
For specular and reflection maps, I've changed the values to make it look more shiny around the eyes, ears, lips, nose and forehead.
使用色彩校正对得到反射和折射贴图很有帮助。
Using color correction can be of much help to get Reflection and Glossiness maps.
也称为立方体贴图,用于创建纹理的反射。更多信息查询立方体贴图纹理。
Also known as Cube Maps, used to create reflections on textures. check Cubemap textures for more info.
使用衰减贴图制作出反射、折射和深度。
Reflections, Refractions and depth I made through the use of falloff maps.
bumpslot中的贴图通过颜色对比也形成反射。
Maps in bump slot are also used for reflection with slight color altercation.
反射渲染有两种不同的贴图混合在一起,颜色亮度上稍微有差别。
Reflection has two different maps slightly brightened in color correction and then mixed together.
今天我将介绍自己的模拟HDRI贴图反射效果的方法。
Today, I'm going to introduce you my method of faking HDRI images for reflections.
漫反射,高光,自发光纹理或光照贴图将被压缩到PVR4格式。
Diffuse, specular, emission textures or light maps will be compressed into PVR4 format.
10个定制的高分辨率(2048×2048)漫反射和普通贴图,一一对应每个蒙皮。
10 custom made, hi fidelity 2048x2048 diffuse and normal maps ; a set for each mesh.
漫反射,高光,自发光纹理或光照贴图将被压缩而且伽马修正(2.2)mipmaps对于它们将被创建。
Diffuse, specular, emission textures or light maps will be compressed and gamma corrected (2.2) mipmaps will be created for them.
这些模型使用512*512的贴图(漫反射和镜面地图)。
These models use 512x512 textures (diffuse and specular maps).
这些模型使用512*512的贴图(漫反射和镜面地图)。
These models use 512x512 textures (diffuse and specular maps).
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