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【正文】 d variation. BulletsIf you checked On Bullets in Effects group, RayFire will create box and animate its position and visibility. Also youcan use any other objects instead default box.Size : 子彈的基本大小Length : 子彈的長(zhǎng)度.Speed : Defines how many frames it will take for the bullet to move from the gun to the impact object.Pick Bullet : 使用此按鈕可以拾取一個(gè)物體作為子彈的參考物體.GEOMETRY TAB DisplaceIn this rollout you can define the properties for Displacement.If you select Displace Impact Deformation in Impact Deformations groups, RayFire will subdivide each impact face, create at this face Displace space warp object with a procedural map for strength and animate the strength property. After that RayFire will bind this displacement to the Impact object.Pay attention that original impact objects will be hidden and all subdivide operations will be produced on their copies.Bake animation : By default RayFire uses standard Select and Link function to link Displace space warp with impact object. But in case impact objects are skinned or pointcached or deformed in any other ways you must bake displace space warp position and rotation at each frame.Subdivide Level : Number of times impact face will be subdivided.Strength : Strength for displace space warp.Size : Length and width for displace space warp.Second spinners of each will add variation.Tip: If you want to apply your own map for strength, just select one of the displace space warps, then drag and drop a Gradient map as an instance from the image group to the material editor. After that you can modify this gradient map or exchange it with your own map. This will affect all of the RF displace space warp objects. Reactor HitIn this rollout you can define the properties for Reactor Hit.Reactor Hit strength : Hit strength for the Reactor Hit impact deformation. Increase it to make the interaction stronger.Reactor Hit additional time : adds additional frames to the reactor simulation. For instance, if you want to simulate shooting with Reactor Hit Impact deformation between 10 and 70 frames, it means that reactor will create a simulation between 10 and 70 frames. Setting 20 in this spinner means that reactor will create the animation between 10 and 90 frames.Inactive Impact objects : for instance, if you want to shoot several Impact objects with Reactor Hit Impact deformation. RayFire will create an animation for each object that is hit. In this case, the checkbox is OFF, all other Impact Objects in this simulation will be treated as Unyielding objects and the object that was hit will collide with them but reactor will NOT create animation for them. When this checkbox is ON all other Impact objects will be treated as Inactive objects, this means that after an object is struck it will collide with them and reactor will create animation.PARTICLE TAB Particle DebrisIn this rollout you can define the properties for Particle Debris.Debris Reference listGeometry objects which RayFire will use as particle debris references.Particle Deflectors listDeflectors for particles. Particle DebrisIf you checked ON in the Particles in Debris group, RayFire will create a PArray and an emitter plane at each impact point and animate PArray`s rate property. RayFire will also create a Gravity force and bind this force to the PArray. The gravity force will be called RF_Gravity_Debris. Later you can change its properties to get different dynamics for particles. RayFire will not create this force again at the next simulation if it already exists in scene. It will bind the already existing force to the new PArray`s. In case you did not define Debris references, debris will appear as a sphere with the impact object material.Rate : Total amount of particles for each PArray.Divergence : Particle divergence angle.Size : Debris size.Speed : Particle speed.Life : Particle life.Gravity : Gravity for particles.Display as mesh : Displays debris particles as a mesh. EFFECTS TAB Light (燈光效果組)在這個(gè)卷展欄你能修改燈光效果的屬性.If you checked ON Impact Flash or Muzzle flash in the Light group, RayFire will create an Omni Light at each point of impact or gun muzzle and will animate the multiplier property to simulate a flash. Color :泛光燈的顏色。EFFECTS TAB Custom EffectIn this rollout you can define the properties for Custom Effects.In this rollout you can define custom objects and their options. This feature gives you the ability to create any object at the impact spot. Using this feature you can create your own particle system, adjust the properties, and assign a material. You can then animate any of the properties at 0 frame.For example: Animating the Rate properties. Push the Auto Key button, go to frame 0 and set the Rate: 0 then go to frame 3 and set the Rate: 50, then go to frame 5 and set the Rate: 0 again. Next add this particle system to the Custom object list, check the Synchronize checkbox to ON, and create the simulation. RayFire will create the same particle system at every Impact spot and shift the Rate animation at the Impact frame for each particle system.Using this technique you can create any animated type of object (Geometry, Lights, Cameras, Particle Systems etc.) and RayFire will create them and shift their animation. You can also animate their position, rotation and scale. Z Axis rotation variation : Add variation in Z axis rotation.Random Seed : If you use particle systems as Custom objects, RayFire will create a different seed in each particle system, check this checkbox on.Synchronize : Synchronize animation in created Custom objects with Impact frame.EFFECTS TAB PresetsIn this rollout you can setup presets for your effects.This is where you can save and load all spinners, checkboxes and radiobuttons. There are two default presets:Default and Close\Open. Default preset is settings predefined by me.Close\Open preset is settings which Ray
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