Blender v4.0 参考手册(繁体中文版)
degrees And a table of typical Strength values for sun lights: World Environment Lighting with an HDR image. The world defines the environment that the scene is in. The surface shader sets the background and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR's are assumed to be an infinite distance from the camera. 屬性 Target Render engine Ball: Projection from an orthographic photo or mirror ball. 輸出 ⾊彩 RGB color from the image. 範例 HDR image from OpenFootage.net. Gradient Texture Node The Gradient Texture node generates interpolated0 码力 | 5220 页 | 303.08 MB | 1 年前3Blender v2.92 参考手册(繁体中文版)
darkest. Thus you might want to manually compensate for these perceived differences. Lighting with an HDR image. Panel: Panel: World Environment The world defines the environment that the scene is in. Absorption and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR's are assumed to be an infinite distance from the camera. 屬性 Target Render engine photo. Projection from an orthographic photo or mirror ball. 輸出 ⾊彩 RGB color from the image. 範例 HDR image from OpenFootage.net. Gradient Texture Node. Linear: Quadratic: Easing: Diagonal: Spherical:0 码力 | 3966 页 | 203.00 MB | 1 年前3Blender v2.92 参考手册(繁体中文版)
darkest. Thus you might want to manually compensate for these perceived differences. Lighting with an HDR image. Panel: Panel: World Environment The world defines the environment that the scene is in. Absorption and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR's are assumed to be an infinite distance from the camera. Properties Target Projection from an orthographic photo or mirror ball. Outputs Color RGB color from the image. Examples HDR image from OpenFootage.net. Gradient Texture Node. Gradient Texture Node The Gradient Texture node0 码力 | 3868 页 | 198.83 MB | 1 年前3Blender v3.0 参考手册(繁体中文版)
darkest. Thus you might want to manually compensate for these perceived differences. Lighting with an HDR image. Panel: Panel: World Environment The world defines the environment that the scene is in. Absorption and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR's are assumed to be an infinite distance from the camera. 屬性 Target Render engine photo. Projection from an orthographic photo or mirror ball. 輸出 ⾊彩 RGB color from the image. 範例 HDR image from OpenFootage.net. Gradient Texture Node. Linear: Quadratic: Easing: Diagonal: Spherical:0 码力 | 4215 页 | 227.19 MB | 1 年前3Blender v3.4 参考手册(繁体中文版)
darkest. Thus you might want to manually compensate for these perceived differences. Lighting with an HDR image. Panel: Panel: World Environment The world defines the environment that the scene is in. Absorption and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR's are assumed to be an infinite distance from the camera. 屬性 Target Render engine photo. Projection from an orthographic photo or mirror ball. 輸出 ⾊彩 RGB color from the image. 範例 HDR image from OpenFootage.net. Gradient Texture Node. Linear: Quadratic: Easing: Diagonal: Spherical:0 码力 | 4469 页 | 258.38 MB | 1 年前3Blender v3.3 参考手册(繁体中文版)
darkest. Thus you might want to manually compensate for these perceived differences. Lighting with an HDR image. Panel: Panel: World Environment The world defines the environment that the scene is in. Absorption and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR's are assumed to be an infinite distance from the camera. 屬性 Target Render engine photo. Projection from an orthographic photo or mirror ball. 輸出 ⾊彩 RGB color from the image. 範例 HDR image from OpenFootage.net. Linear: Quadratic: Easing: Diagonal: Spherical: Quadratic Sphere: Radial:0 码力 | 4464 页 | 259.55 MB | 1 年前3Blender v3.6 参考手册(繁体中文版)
darkest. Thus you might want to manually compensate for these perceived differences. Lighting with an HDR image. Panel:: Panel:: World Environment The world defines the environment that the scene is in Absorption and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR's are assumed to be an infinite distance from the camera. 屬性 Target Render engine photo. Projection from an orthographic photo or mirror ball. 輸出 ⾊彩 RGB color from the image. 範例 HDR image from OpenFootage.net. Linear:: Quadratic:: Easing:: Diagonal:: Spherical:: Quadratic Sphere::0 码力 | 4744 页 | 297.98 MB | 1 年前3Blender v3.5 参考手册(繁体中文版)
darkest. Thus you might want to manually compensate for these perceived differences. Lighting with an HDR image. Panel:: Panel:: World Environment The world defines the environment that the scene is in Absorption and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR's are assumed to be an infinite distance from the camera. 屬性 Target Render engine photo. Projection from an orthographic photo or mirror ball. 輸出 ⾊彩 RGB color from the image. 範例 HDR image from OpenFootage.net. Linear:: Quadratic:: Easing:: Diagonal:: Spherical:: Quadratic Sphere::0 码力 | 4704 页 | 295.98 MB | 1 年前3Blender v3.1 参考手册(繁体中文版)
darkest. Thus you might want to manually compensate for these perceived differences. Lighting with an HDR image. Panel: Panel: World Environment The world defines the environment that the scene is in. Absorption and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR's are assumed to be an infinite distance from the camera. 屬性 Target Render engine photo. Projection from an orthographic photo or mirror ball. 輸出 ⾊彩 RGB color from the image. 範例 HDR image from OpenFootage.net. Gradient Texture Node. Linear: Quadratic: Easing: Diagonal: Spherical:0 码力 | 4393 页 | 256.31 MB | 1 年前3Blender v3.2 参考手册(繁体中文版)
darkest. Thus you might want to manually compensate for these perceived differences. Lighting with an HDR image. Panel: Panel: World Environment The world defines the environment that the scene is in. Absorption and Volume Scatter for more information. Note It is not possible to have an HDR and volumetric due to the fact that HDR's are assumed to be an infinite distance from the camera. 屬性 Target Render engine photo. Projection from an orthographic photo or mirror ball. 輸出 ⾊彩 RGB color from the image. 範例 HDR image from OpenFootage.net. Gradient Texture Node. Linear: Quadratic: Easing: Diagonal: Spherical:0 码力 | 4355 页 | 255.63 MB | 1 年前3
共 22 条
- 1
- 2
- 3