目录索引
译文
假设我们面前有一张白纸,现在请一位朋友在白纸的正面画画。如果白纸的两面都完全一样,我们要如何区分白纸的“正面”和“反面”呢?这就是法线(normal)存在的原因。法线对应垂直于多边形表面上的向量,用于确定面或顶点的方向或方位。
在 Maya 中,我们可以通过选择属性 “顶点法线(vertex normal)“来可视化模型的法线。通过这个功能,我们可以看到顶点在空间中的指向,并确定模型不同面之间的硬度级别。
![图片[1]-《Unity着色器圣经》1.0.3 | 法线-软件开发学习笔记](https://gamedevfan.cn/wp-content/uploads/2025/05/image-3-1024x323.jpeg)
原文对照
Let’s imagine that we have a blank sheet of paper, and we ask a friend to draw on the front face of the sheet. How could we determine which is the front face of a blank sheet if both sides are equal? This is why normals exist. A normal corresponds to a perpendicular vector on the surface of a polygon which is used to determine the direction or orientation of a face or vertex.
In Maya, we can visualize the normals of an object by selecting the property vertex normals. It allows us to see where a vertex points in space and determines the hardness level between the different faces of an object.
![图片[1]-《Unity着色器圣经》1.0.3 | 法线-软件开发学习笔记](https://gamedevfan.cn/wp-content/uploads/2025/05/image-3-1024x323.jpeg)
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