我测试反射率,我看到颜色和强度%,但我没有看到如何配置菲涅耳%(材料变得更具反射性(类似于镜子)倾斜观察,垂直观察时变钝)和焦点%(浓度或反射在材料上的传播)....
three.js中的光泽和反射有什么区别(因为光泽是一种反射强度很小的材料,对我来说很重要......)
谢谢你的回答
I test the reflectivity and I see color and intensity % but I don't see how to config the fresnel % (materials become more reflective (similar to a mirror) when viewed obliquely and become dull when viewed perpendicular) and focus % ( concentration or spread of reflection on material)....
What is the difference between the shininess and reflection in three.js (because the shininess is a material with a little reflection intensity and focus for me ...)
thank to answers
最满意答案
好的,谢谢我在Nvidia教程上找到了解答重点的答案:
“当启用mipmapping时,OpenGL和Direct3D都支持纹理映射功能,称为纹理细节层次(LOD)偏差。纹理LOD偏差可用于避免不自然的清晰反射。修改本章的一个示例以提供正面偏向于用作环境贴图的立方体贴图纹理。这会产生模糊的反射。“
但我不知道trijs是否包括这个?
ok thank I found on Nvidia tutorial a answer to explain the focus:
"When mipmapping is enabled, both OpenGL and Direct3D support a texture mapping feature known as texture level-of-detail (LOD) bias. Texture LOD bias can be useful to avoid unnaturally crisp reflections. Modify one of this chapter's examples to provide a positive bias for the cube map texture used as the environment map. This creates blurry reflections."
but I don't know if threejs include this ?
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