# 如何指定计算高光时采用的视角

**URL:** <https://forums.unrealengine.com/t/topic/1877162>\
**Category:** 简体中文 (Simplified Chinese)\
**Tags:** unreal-engine, specular, question\
**Created:** [May 28, 2024, 3:01pm UTC](https://forums.unrealengine.com/t/topic/1877162 "2024-05-28T15:01:45Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![BKHao](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BKHao](https://forums.unrealengine.com/u/BKHao)\
**Post date:** [May 28, 2024, 3:01pm UTC](https://forums.unrealengine.com/t/topic/1877162/1 "2024-05-28T15:01:45Z")

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我有一个需求，需要移动相机拍摄两张相邻区域的内容，然后拼接起来，相机是正交相机，因此可以平移。但因为相机位置改变，导致高光计算不一致，拼接时有明显的接缝。如何指定计算高光时采用的视点呢？

 ![Snipaste_2024-05-28_18-05-31](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/5/0/a50e495831bad51cfe92bdf04dc9b4da6da6e5cd.png)

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**Author:** ![q1653045106](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/q1653045106/32/88709_2.png) [@q1653045106](https://forums.unrealengine.com/u/q1653045106)\
**Post date:** [May 29, 2024, 4:00pm UTC](https://forums.unrealengine.com/t/topic/1877162/2 "2024-05-29T16:00:11Z")

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你用的是ndisplay？
