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  • normals in a mesh. For each vertex there is one normal vector listed in vertices a normal should be applied. In the example below only the first four
    36 KB (5,508 words) - 14:09, 16 December 2016
  • next to each other. Points at x=0 are the first color in the color map. As As a normal pattern, gradient generates a saw-tooth or ramped wave
    2 KB (403 words) - 14:54, 9 June 2021
  • <dd>Drew Wells' superb Jade. Color map works nicely with other textures, too.<!--</dd>---> <dd>Veining is kept quite thin in color map and by the largish scale.<!--</dd>--->
    11 KB (1,938 words) - 19:09, 15 March 2012
  • ...[KB:Language Questions and Tips#Topic 15|How to repeat a cylindrical image map?]]&nbsp;&nbsp;<small>New (21 Aug 2006)</small> </li> ...>[[KB:The Shadow Line Artifact|Even though I use bump mapping or specify a normal, I get straight shadow lines on my object. Why?]]</li>
    10 KB (1,714 words) - 02:33, 11 April 2021
  • *[http://geonames.usgs.gov/ Area Map Search Form] :<p>Welcome to the solar system surface map database, a NASA/JPL/Caltech spyglass on the cosmos. Select your planetary
    7 KB (1,124 words) - 11:13, 4 May 2010
  • color map around from east to west with 0.25 in the -z-direction, 0.5 in -x, <td colspan="2"><p class="caption">radial pattern used as pigment and normal respectively</p></td>
    1 KB (180 words) - 09:31, 1 March 2014
  • uses color map values 0.0 to 1.0 then repeats the colors in reverse order <td colspan="2"><p class="caption">wood pattern used as pigment and normal respectively</p></td>
    1 KB (179 words) - 09:57, 1 March 2014

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