Blender v3.4 参考手册(繁体中文版)Grease Pencil 介紹 Object Structure Primitives Selecting Multiframe 屬性 Modifiers Visual Effects Materials 動畫 模式 Animation & Rigging 介紹 Keyframes Armatures 晶格 Constraints Actions Drivers Markers Shape Paint Forces Collision Baking Physics Simulations Rendering 介紹 Eevee Cycles Workbench 相機 Lights Materials Shader Nodes Color Management Freestyle Layers & Passes Render Output 合成 介紹 Sidebar 節點類型 Motion technical complexity and jargon associated with the underlying technologies. Terms like UV maps, materials, shaders, meshes, and "subdivs" are the media of the digital artist, and understanding them, even0 码力 | 4469 页 | 258.38 MB | 1 年前3
Blender v3.3 参考手册(繁体中文版)Grease Pencil 介紹 Object Structure Primitives Selecting Multiframe 屬性 Modifiers Visual Effects Materials 動畫 模式 Animation & Rigging 介紹 Keyframes Armatures 晶格 Constraints Actions Drivers Markers Shape Paint Forces Collision Baking Physics Simulations Rendering 介紹 Eevee Cycles Workbench 相機 Lights Materials Shader Nodes Color Management Freestyle Layers & Passes Render Output 合成 介紹 Sidebar 節點類型 Motion technical complexity and jargon associated with the underlying technologies. Terms like UV maps, materials, shaders, meshes, and "subdivs" are the media of the digital artist, and understanding them, even0 码力 | 4464 页 | 259.55 MB | 1 年前3
Blender v4.0 参考手册(繁体中文版)Grease Pencil 介紹 Object Structure Primitives Selecting Multiframe 屬性 Modifiers Visual Effects Materials 動畫 模式 Animation & Rigging 介紹 Keyframes Armatures 晶格 Constraints Actions Drivers Markers Shape Collision Baking Physics Simulations Simulation Nodes Rendering 介紹 EEVEE Cycles Workbench 相機 Lights Materials Shader Nodes Color Management Freestyle Layers & Passes Render Output 合成 介紹 Sidebar GPU Compositor technical complexity and jargon associated with the underlying technologies. Terms like UV maps, materials, shaders, meshes, and "subdivs" are the media of the digital artist, and understanding them, even0 码力 | 5220 页 | 303.08 MB | 1 年前3
Blender v3.6 参考手册(繁体中文版)Grease Pencil 介紹 Object Structure Primitives Selecting Multiframe 屬性 Modifiers Visual Effects Materials 動畫 模式 Animation & Rigging 介紹 Keyframes Armatures 晶格 Constraints Actions Drivers Markers Shape Collision Baking Physics Simulations Simulation Nodes Rendering 介紹 Eevee Cycles Workbench 相機 Lights Materials Shader Nodes Color Management Freestyle Layers & Passes Render Output 合成 介紹 Sidebar Realtime Compositor technical complexity and jargon associated with the underlying technologies. Terms like UV maps, materials, shaders, meshes, and "subdivs" are the media of the digital artist, and understanding them, even0 码力 | 4744 页 | 297.98 MB | 1 年前3
Blender v3.5 参考手册(繁体中文版)Grease Pencil 介紹 Object Structure Primitives Selecting Multiframe 屬性 Modifiers Visual Effects Materials 動畫 模式 Animation & Rigging 介紹 Keyframes Armatures 晶格 Constraints Actions Drivers Markers Shape Paint Forces Collision Baking Physics Simulations Rendering 介紹 Eevee Cycles Workbench 相機 Lights Materials Shader Nodes Color Management Freestyle Layers & Passes Render Output 合成 介紹 Sidebar Realtime Compositor technical complexity and jargon associated with the underlying technologies. Terms like UV maps, materials, shaders, meshes, and "subdivs" are the media of the digital artist, and understanding them, even0 码力 | 4704 页 | 295.98 MB | 1 年前3
Blender v2.92 参考手册(繁体中文版)technical complexity and jargon associated with the underlying technologies. Terms like UV maps, materials, shaders, meshes, and "subdivs" are the media of the digital artist, and understanding them, even deleted from the blend-file. Sometimes there is a list of applied data-blocks (such as a list of materials used on the object). See also Data-blocks are discussed further in the Data System chapter. 預覽 rendering the final image, or not. If not, the tree is ignored. For materials, this is mostly a legacy option, because in the past materials could not be created with node trees. Use Pinned When enabled0 码力 | 3966 页 | 203.00 MB | 1 年前3
Blender v3.2 参考手册(繁体中文版)Grease Pencil 介紹 Object Structure Primitives Selecting Multiframe 屬性 Modifiers Visual Effects Materials 動畫 模式 Animation & Rigging 介紹 Keyframes Armatures 晶格 Constraints Actions Drivers Markers Shape Paint Forces Collision Baking Physics Simulations Rendering 介紹 Eevee Cycles Workbench 相機 Lights Materials Shader Nodes Color Management Freestyle Layers & Passes Render Output 合成 介紹 Sidebar 節點類型 Motion technical complexity and jargon associated with the underlying technologies. Terms like UV maps, materials, shaders, meshes, and "subdivs" are the media of the digital artist, and understanding them, even0 码力 | 4355 页 | 255.63 MB | 1 年前3
Blender v2.92 参考手册(繁体中文版)technical complexity and jargon associated with the underlying technologies. Terms like UV maps, materials, shaders, meshes, and "subdivs" are the media of the digital artist, and understanding them, even deleted from the blend-file. Sometimes there is a list of applied data-blocks (such as a list of materials used on the object). See also Data-blocks are discussed further in the Data System chapter. Preview rendering the final image, or not. If not, the tree is ignored. For materials, this is mostly a legacy option, because in the past materials could not be created with node trees. Use Pinned When enabled0 码力 | 3868 页 | 198.83 MB | 1 年前3
Blender v3.1 参考手册(繁体中文版)technical complexity and jargon associated with the underlying technologies. Terms like UV maps, materials, shaders, meshes, and "subdivs" are the media of the digital artist, and understanding them, even deleted from the blend-file. Sometimes there is a list of applied data-blocks (such as a list of materials used on the object). See also Data-blocks are discussed further in the Data System chapter. 預覽 rendering the final image, or not. If not, the tree is ignored. For materials, this is mostly a legacy option, because in the past materials could not be created with node trees. Use Pinned When enabled0 码力 | 4393 页 | 256.31 MB | 1 年前3
Blender v3.0 参考手册(繁体中文版)technical complexity and jargon associated with the underlying technologies. Terms like UV maps, materials, shaders, meshes, and "subdivs" are the media of the digital artist, and understanding them, even deleted from the blend-file. Sometimes there is a list of applied data-blocks (such as a list of materials used on the object). See also Data-blocks are discussed further in the Data System chapter. 預覽 rendering the final image, or not. If not, the tree is ignored. For materials, this is mostly a legacy option, because in the past materials could not be created with node trees. Use Pinned When enabled0 码力 | 4215 页 | 227.19 MB | 1 年前3
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