| 1. | In warcraft iii , certain textures are marked as replaceable textures 在魔兽三里,有些贴图被标识为可置换贴图。 |
| 2. | Displacement mapping is not a shading effect , so it is not found on the material node 置换贴图不是一个着色效果,所以它不基于材质节点。 |
| 3. | The screw thread shading network uses an expression and a ramp to displacement map only the threaded section of a screw 螺纹材质网络使用一个表达式和一个渐变在只有螺纹部分做置换贴图。 |
| 4. | If the expression values were used to drive the displacement and bump values directly , the results would look like the image shown here 如果表达式数值是直接用于驱动置换贴图数值和凹凸贴图,结果看来会更好。 |
| 5. | The screw geometry uses standard rather than feature - based displacement mapping because it is faster in situations where displacement is driven by an expression 螺纹的几何体使用基本的强于特别基于置换贴图,因为当置换被一个表达式驱动时它是比模拟这个效果要快。 |
| 6. | This makes it easier to adjust the displacement map because the custom attributes are accessible in the thread material ' s attribute editor under extra attributes 这使这个更容易去调整置换贴图,因为在螺纹材质的属性编辑窗中额外属性下的定制属性是很容易地访问的。 |
| 7. | You can use the model previewer to view the replacement textures in place on the model ; the previewer replaces the textures in exactly the same manner warcraft iii does 您能够使用模型预览器察看模型上的可置换贴图的效果,预览器将会像魔兽三游戏里面一样准确地替换贴图。 |
| 8. | Since displacement mapping is applied to the geometry of a surface , rather than to its shading , the normals of a displaced surface must be perturbed in tandem with the actual displacement in order for things to look correct in the render 因为置换贴图是赋予到一个表面的几何体上,强于赋到它的材质上,显示表面的法线必须用实际的置换来扰乱,为了在渲染时校正正确的外观。 |