1.Ray tracing and radiosity are slow processes. Blender can perform much faster rendering with its internal scanline renderer.
光线跟踪和光能传递都是缓慢的步骤。Blender通过其内部的扫描县渲染器,可以使渲染的速度大大提高。
2.I turned off the skylight, turned the omni lights back on and made 3D Max calculate the scene's radiosity.
我关闭了天光,打开了后面的泛光灯,然后让3dsmax解算场景的辐射。
3.Another simulation uses illumination plotted from a radiosity algorithm, or a combination of these two.
此外还有一些模拟使用辐射着色算法绘制的照明结果,或者使用这两种信息的组合。
4.Starting with basic texturing of the scene elements and moving on to lighting for Radiosity.
启动纹理的基本元素和现场移动到的辐射度照明。
5.The low frequency model is assigned to the local surface region as its average reflectance for radiosity calculation.
低频光照函数作为该表面区域的平均反射属性参与辐射度计算,生成场景的整体光照效果;
6.UV curing effect of UV lamp performance, there are several factors: UV-spectrum distribution, radiosity, radiation, and infrared radiation.
UV干燥影响固化的UV灯性能,有以下几个因素:UV光谱分布,辐射度,辐射量和红外辐射。
7.Use Global Radiosity for indirect lighting optimized for animation.
使用全局辐射度为动画优化间接照明。
8.The explicated regularity in drying process of sized yarn under infrared radiosity is analysed in this paper.
分析了红外辐射在浆纱干燥中的应用规律;
9.A good lighting can't be done if you only bet on radiosity and HDRI lighting.
如果你仅仅依赖全局光和hdri,就不会有好的灯光。
10.Here is a render where I used radiosity.
下图是我使用光能传递渲染的。