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  • ...or normal's modifiers. This modifier will get passed on to all textures or normals contained in that texture or normal. Think of this like the way no_shadow g ...nly scaling that will be ignored is the scaling of that texture or normal. Scaling of the parent texture or normal or of the object will affect the depth of t
    1 KB (239 words) - 17:36, 17 December 2016

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  • :::1.3.5.2 [[Documentation:Tutorial Section 3.3#Normals|Normals]] ::::1.3.5.2.2 [[Documentation:Tutorial Section 3.3#Blending Normals|Blending Normals]]
    89 KB (9,046 words) - 08:15, 17 June 2021
  • scaling in each of the x, y and z directions.</p> Uneven scaling is used to <em> stretch</em> or <em>squish</em> an element.
    33 KB (5,190 words) - 17:41, 10 February 2020
  • ...th this method, you can just multiply the result from vrotate by a vector, scaling the resulting circle. With the last two methods you can also control the lo <p>The trick is to use averaged textures with differing normals.</p>
    63 KB (10,871 words) - 12:16, 3 January 2012
  • ...or normal's modifiers. This modifier will get passed on to all textures or normals contained in that texture or normal. Think of this like the way no_shadow g ...nly scaling that will be ignored is the scaling of that texture or normal. Scaling of the parent texture or normal or of the object will affect the depth of t
    1 KB (239 words) - 17:36, 17 December 2016
  • ::::* [[Reference:Slope Map#Normals, Accuracy|Normals, Accuracy]] :::* [[Reference:Scaling normals|Scaling normals]]
    33 KB (3,799 words) - 08:11, 17 June 2021
  • pigments work as normals as well (and vice versa, except for facets) so we could just After seeing how interesting the various normals look blended, we might like
    36 KB (5,495 words) - 14:23, 16 December 2016
  • will need to divide the color of the media by the scaling amount.</p> ====Normals and Radiosity====
    59 KB (8,732 words) - 14:31, 9 June 2021
  • ...e</code>, <code>slope_map</code> and <code>normal_map</code> apply only to normals. See the section [[Reference:Normal|:Normal|Normal]] for details on these n maps is not important. For example scaling before or after turbulence makes
    13 KB (2,138 words) - 14:36, 9 June 2021
  • <li><code>Size</code> = A scaling value.</li> <li><code>Size</code> = A scaling value.</li>
    21 KB (3,511 words) - 19:08, 15 March 2012
  • <code>[[Reference:Scaling normals#Scaling normals|:no_bump_scale|no_bump_scale]]</code><br>
    44 KB (6,152 words) - 11:29, 2 October 2018
  • ...use <code>conic_sweep</code> that leads to a prism with cone-like walls by scaling the curve down during the sweep.</p> ...upon the order in which the splines points are specified. Prism ends have normals which face outward at one end and inward at the other end. For <code>interi
    9 KB (1,445 words) - 14:39, 1 October 2017