Under normal circumstances, when we make 3D animation, we will carry out PS processing under the UV reference of the model map. The finer the PS processing, the better the rendering effect (especially the detail effect). Of course, in addition to image processing, we will also deal with bump and shadow maps, so that the rendered things will have extraordinary effects after synthesis.
In addition, there are three-dimensional and two-dimensional animation modes, that is, using animation maps on three-dimensional models.
Case 1: You can paste an animated blink sequence file on the character model to render the blink effect of the character. These animation sequence files can be processed by PS.
Case 2: A bug crawled over the desktop and left a trace, which can be handled by PS and realized by dynamic continuous frame mapping, so the processing effect will be very real.
Case 3: When rendering the glass effect, we will also use PS processing map to simulate the transparent effect of glass-the middle is clear and the edges are blurred. After processing, we can simply render the real glass refraction effect, and at the same time, we can also use PS to process the light and shadow projected on the desktop through the glass, reducing the use of various complex shaders and improving work efficiency.