Eurographics workshop on rendering , 1996 , pp . 31 - 40 . 6 smits b e , shirley p , stark m m . direct ray tracing of displacement mapped triangles 由于盒形建筑在居民区的数量还在持续增长,用相当简单的几何空间信息来表达城区房屋建筑是有可能的。
First i made some basis textures that can be shared with all the displacement maps . this is to save time and to reach some similarity between asteroids 首先我做出一些可以通用于所有位移贴图的基本材质。这是为了节省时间,也是为了让各个小行星之间有些共同点。
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。
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。
After mixing my basis elements , editing my craters , painting / dodging / burning some individual details and modifying my texture into a form of a spherical map , i got my ready - to - use displacement map 经过跟我的基本材质相混合,修改陨石坑(外观) ,上色/遮蔽/高亮一些单独的细节并把材质改造成球面贴图的格式后,我就得到了可以使用的位移贴图。
The color attributes ( snow color and rock color ) relate only to the color map and have no effect on the bump / displacement map ? and all non - color attributes relate only to the bump / displacement map and have no effect on the color map 颜色属性(积雪颜色和岩石颜色)仅仅与颜色贴图有关而对凹凸/位移贴图没有影响,所有的无颜色属性仅仅跟凹凸/位移贴图有关而与颜色贴图没有影响
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。