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Lego brick (real) dimensions Measuring LDraw parts size in LeoCAD with "ruler" part (ruler tick: 1 mm) LDU ( LD raw U nits) — is a base distance unit used in the LDraw format, equals to 1/20 of pin step (distance between centers of 2 closest pins on plate), which in turn almost equals to 0.4 millimetre .
Procedurally generated tiling textures. In computer graphics, a procedural texture [1] is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution and easy texture mapping. [2]
In 2021, it was revealed that the Eyesight, a render engine of the BrickLink Studio, is built from the Cycles render sources developed by Blender Foundation (at the time, Cycles' source has been already under Apache License, allowing it to be included into proprietary software, while Blender's source stays under GPL), but in same time BrickLink Studio proprietary binary included some GPL ...
A diamond plate texture rendered close-up using physically based rendering principles. Microfacet abrasions cover the material, giving it a rough, realistic look even though the material is a metal. Specular highlights are high and realistically modeled at the appropriate edge of the tread using a normal map.
A normal pointing to right of the texture (1,0,0) is mapped to (255,128,128). Hence the right edge of an object is usually light red. A normal pointing to top of the texture (0,1,0) is mapped to (128,255,128). Hence the top edge of an object is usually light green. A normal pointing to left of the texture (-1,0,0) is mapped to (0,128,128).
The Blender Game Engine was a free and open-source 3D production suite used for making real-time interactive content. It was previously embedded within Blender , but support for it was dropped in 2019, with the release of Blender 2.8.
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Parallax mapping is essentially a method by which rough or uneven surfaces on a 2D texture can be "pulled out" to take on the appearance of a 3D surface. Technically, this is implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space (the angle relative to the surface ...