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rayfire中文幫助(專業(yè)版)

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【正文】 If you checked Decals in the Effects group, RayFire will a create plane with animated height and width and apply a procedural decal texture to the plane. Later, you can pick this material from the Decal plane, modify it or apply your own texture.Size : Plane size. Second spinner will add 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. 選擇你需要的效果,并把碰撞物添加到列表中,當你按下這個按鈕時你就可以在碰撞物體上手動的添加添加射擊效果和碰撞變形。s animation. Pay attention that every time when You fragment, shoot or demolish Impact objects, RayFire creates copies of Impact objects, hides original objects and use copies for simulation. When You delete simulation layer via Interactive layer Manger, RayFire deletes objects from selected layer and unhides original objects. If You dont need in original Impact objects, You can delete them picking Delete All Original Objects in Tools Menu.Working with listsEach list in the RayFire Tool has three buttons: Add, Clear and Menu.Add : To add some objects to the list, you must first select the objects in the viewport, then Leftclick the Add button. Rightclick the Add button to open the Selection Floater window to select objects inside floater. Clear : You can clear list by Leftclicking Clear button. In case you want to remove only one object from the list you must select the object in list and Rightclick the Clear button. Pay attention that you can selecte several objects in list holdin Control button before remove them from list using Left click. Menu : Leftclick the Menu button to open the Menu list. Selecting Select All will select in vewport all objects in list, Selecting Select Highlighted will select in vewport only objects selected in list. Selecting Highlight will select in List objects selected in vewport. Interactive selection : Interactive selection available only for Impact objects list.Every time when You want to exlode, fragment or simulate some objects You have to add these objects in Impact objects list.In some cases such workflow might speed dow
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