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【正文】 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。如果“Collision Tolerance”值較高,會(huì)使模擬穩(wěn)定,不過,也可能會(huì)造成“碰撞”對(duì)象之間出現(xiàn)縫隙。eactor Debris : Fragmented Predefined Holes :當(dāng)在Impact Deformation選擇Holes : Predefined可用,并把布爾運(yùn)算中產(chǎn)生洞的物體進(jìn)行碎片處理,并參與REACTOR動(dòng)力學(xué)計(jì)算。Shooting Options(射擊選項(xiàng))Start frame : 第一槍的幀數(shù),它不能少于5幀。如果你想凍結(jié)第2個(gè)模擬層的所以燈光效果:選擇RF_Layer_2和RF_Light然后點(diǎn)freeze按鈕。Layers and Effects Lists層與效果管理列表有兩個(gè)列表,左邊顯示的是場景中存在的模擬層,右邊顯示的是所選擇的模擬層中所存在的效果,你能夠選擇,刪除,隱藏/顯示,凍結(jié)/解凍這些層或效果。當(dāng)你在交互式層管理器中把該層刪掉的時(shí)候,RF又會(huì)把IMPACT 物體副本給刪除,把原始的顯示出來,如果你不需要原始物體的時(shí)候。注意: 如果你使用碰撞變形模式,請(qǐng)先保存場景,Instant Action會(huì)直接在你的原始碰撞物上產(chǎn)生效果Geometry (幾何體效果)ecals :創(chuàng)建一個(gè)使用平面來模擬的子彈坑效果。當(dāng)你激活其中一個(gè)時(shí),參數(shù)面板的屬性參數(shù)兩邊都有紅色的括號(hào),說明該參數(shù)可以交互式工作例如:你的碎片產(chǎn)生第一個(gè)和第二個(gè)模擬層. 你想改變場景中第一個(gè)層中的粒子碎片數(shù)量, 第二個(gè)層中的粒子碎片大小和所有層中的粒子碎片的速度。PARTICLE TAB SparksIn this rollout you can define the properties for Particle Sparks. Particle Deflectors listDeflectors for spark particles. SparksRate : Total amount of particles for each PArray.Life : Particles life.Speed : Particles speed.Divergence : Particles divergence angle.Size : Sparks size.Length : Sparks length.Gravity : Gravity for particles.Second spinners will add variation.注意:如果你在Effects Link Mode組中選擇了Attachment Constraint模式,這里的Distance參數(shù)將不起作用。tdefine any debris references RayFire will use boxes.Reactor DebrisIf you checked Reactor Explode Debris References ON in the Debris group, RayFire will create geometry objects from the Debris Reference list at each impact point and explode them using reactor. RayFire will also animate their visibility. Pay attention to the explosion properties explosion strength and explosion rotation RayFire will use the Reactor Explosion Options from the RayXplosion Tool rollout. Amount : Total amount of reactor Debris. Second spinner will add variation. Size variation : Size variation in percentage. 30 means that the object size will be in therange between its original size and (original size * )Distribution radius : Maximum distance from the impact point. Reactor Debris uses reactor to explode objects, to avoid penetrations at the moment the explosion occurs they must be positioned some distance from Impact object.Explosion direction : Defines explosion direction. Reactor debris uses RayXplosion tool for creating explosions, it needs bomb position. Using this spinner you can define position of the bomb.0 means that bomb will be exactly at impact point, in this case explosion angle will be 180 degree. means that bomb will be inside impact object and explosion angle will be less then 180 degree. means that bomb will be between gun and impact point. This is useful if you shoot a thin wall.Simulate Debris from previous shot :When ON, Reactor will simulate Debris from previous shot as well, it means that all debris from the previous shots will interact with debris from current shot. Pay attention that each shot will take more time to simulate because reactor will simulate more and more debris. When OFF, Reactor will simulate debris only from current shot. If you checked Explode Fragmented Predefined Holes in the Debris group, you can use the Holes Predefined impact deformation and RayFire will fragment predefined holes using ProBoolean Fragmentation options in the RayXplosion Tool rollout and explode them using reactor. This feature only uses the Explosion direction spinner from Reactor Debris group.Tip: You can totally explode an impact object after the first shot by increasing hole size in Holes rollout. In this case RayFire will use the whole object as a hole object. It will fragment it and explode it.GEOMETRY TAB Decals在這個(gè)卷展欄你能定義模擬的子彈孔和子彈的大小。它有兩種模式。Instant Action使用這個(gè)按鈕你能手動(dòng)添加射擊效果和碰撞變形。右側(cè)列表能夠向你顯示11個(gè)不同的效果: RF_Impact, RF_Fragments, RF_Displace, RF_HolePredef, RF_Light, RF_Light_Muzzle, RF_Fume_Muzzle, RF_Debris, RF_Debris_Reactor, RF_Smoke, RF_FumeFX, RF_ObjectSrc, RF_Decals, RF_Sparks , RF_Blood, RF_InstantGun, RF_Bullet , RF_Custom. SIMULATION TAB Impact Objects (碰撞物體)在該卷展欄你能夠定義碰撞物體Impact Objects所謂碰撞物體就是你想要被射擊的、產(chǎn)生碎片、或是爆破的物體,你也可以使用帶有動(dòng)畫屬性的碰撞物當(dāng)你每次使用IMPACT OBJECT去模擬的時(shí)候。Rayfire中文幫助SIMULATION TAB Impact Objects In this rollout you can define Impact objects.Impact ObjectsImpact objects are geometry objects which you want to simulate, shoot, fragment, explode or demolish. You can use animated Impact objects, in this case reactor or PhysX will take initial velocity of objects at simulation start frame and continue it. So if you want to throw objects start simulation at the middle of object39。Tip: 你可以按住SHIFT鍵同時(shí)選擇多個(gè)層或效果。Shooting rate : 每一槍的間隔幀數(shù)Rounds per shot : 每一次射擊的子彈數(shù)Spread angle :每一槍最大的隨機(jī)角度Simulate Shooting (射擊模擬)執(zhí)行射擊模擬計(jì)算,確信你至少添加一個(gè)槍物體和碰撞物體,并打開至少一個(gè)射擊效果,否則你看不到任何效果當(dāng)你使用Reactor Hit, Displace, Holes Realtime or Holes – Predefined模式式, RayFire 將把所有的碰撞物體復(fù)制一個(gè)副本并添加到碰撞列表中, 并把原始的碰撞物隱藏起來. 模擬時(shí)RayFire只對(duì)這些碰撞副本進(jìn)行計(jì)算,對(duì)原始的不進(jìn)行任何修改。None : 不創(chuàng)建任何碰撞變形的效果,如果你只是想創(chuàng)建煙霧,燈光等效果請(qǐng)選擇它Particles (粒子效果)Blood : 使用粒子創(chuàng)建血的效果Sparks : 使用粒子創(chuàng)建火花的效果Debris : 使用粒子創(chuàng)建碎片的效果Smoke : 使用粒子創(chuàng)建煙霧的效果Custom :你可以自定義粒子,燈火,物體的效果Light (燈光效果)Impact Flash :使用泛光燈模擬閃光的效果Muzzle Flash :使用泛光燈模擬槍口閃光的效果Interactive Mode (交互式操作模式)在當(dāng)你改變效果參數(shù)的時(shí)候使用交互模式你能夠在視口中實(shí)時(shí)顯示效果的變化。如地面、墻等Unyielding Properties (不動(dòng)物體屬性)可參考碰撞物和碎片屬性PHYSICS TAB Inactive Objects (待激活物體)在這個(gè)卷展欄你能定義有待激活的物體的物理屬性Inactive Objects添加不用來射擊和爆破的物體,這些物體將與碰撞物產(chǎn)生動(dòng)力學(xué)碰撞,Inactive Properties 可參考碰撞物和碎片屬性RAYXPLOSION TAB Fragmentation Options rollout (碎片選項(xiàng)卷展欄)在這個(gè)卷展欄你能夠定義碰撞物體粉碎成碎片的屬性Fragmentation 不能正確工作在物體網(wǎng)格有開放邊.在使用 fragmentation之前請(qǐng)閉合開放邊.RayFire will weld vertices and cap open edges automatically, this is better done by yourself.You can fragment several objects at once, although it is remende
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