Arrow Group Industries LM86 Manual de usuario Pagina 105

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© Next Limit Technologies 2010
Maxwell Render 2.5 User Manual
Chapter 12. Maxwell Studio | 105
2. Appearance
Hidden from Camera: Hide the object from the render view but allow it to
contribute to the render calculation (cast shadows, refract etc).
Hidden from Reections/ Refractions: Reected or refracted objects are hidden.
Hidden from Global Illumination: The object will render but it will not affect
lighting.
Hidden from Z-clip: The object will not be cut by Z-clip planes.
Normals: Show the normals of the object in the viewport. You can also set their
length in the numeric eld.
Flip: This will change the “renderable” side of the polygon by changing the
direction of the normal vector. This is relevant for objects that have emitter or
dielectrics materials applied to them. An emitter object will always emit light in the
direction of its surface normals, so if you nd your emitters are emitting light in
the wrong direction, ip the normals. For dielectric materials Maxwell Render uses
the normals direction of an object to know when a ray has entered and exited the
object. If the normals are reversed, ip the normals.
Smoothing: Smooth objects at render time or do not smooth the object(s) (Flat).
The numeric eld represents the angle of smoothing. If the angle between
adjacent polygons is smaller or equal to this angle, they will be smoothed.
Recalc: Recalculate the objects’ normals. This parameter can be used to remove
rendering artifacts due to corrupt normals of an imported object.
Shading Mode: Set the shading mode for the selected object(s). Please note that
you can also set the shading mode in the viewport. The shading mode that will
be displayed in the viewport will always be the most “basic” mode chosen. For
example, if you set “Bounding Box” (lowest shading mode) as the shading mode
for an object in the Object parameter panel, but set the viewport to Shaded mode,
the object will be displayed in Bounding Box in the viewport. On the other hand,
if you set the viewport to Wireframe but set the object shading mode to Textured,
the object will be shown in Wireframe because it is a lower shading mode than
Textured mode.
3. UV Sets
Create a new UV set for the selected object, rename it or remove it. It is also possible to
edit the parameters of the currently selected UV set.
To edit a UV set, you should set it to something other than Locked mode. You can select
several UV sets at the same time and edit their properties:
Type: Choose the type of UV set needed for the object. There are four types of UV
sets available: Flat, Spherical, Cylindrical and Cubic. Imported objects that already
have UV sets will have their UV’s imported as “Locked”. This UV type does not
allow for editing. It is also possible to set the current UV set to Locked to avoid
editing it by mistake.
Operator: This option allows you to apply the same transformation to all the
selected UV’s at the same time, for example if you wish to scale all the selected
UV sets by 10%.
Channel: Specify the UV channel that this UV set will represent. The UV channel
is used when applying textures to a material in the material editor, by specifying
the UV channel that texture should use. For example, an object may have two UV
sets, one spherical (channel 0) and one at (channel 1). A material applied to this
object can use both the spherical UV set and the at UV set. In the material editor,
you can set one texture to use channel 0 and another texture to use channel 1.
Normalize: This function will make the UV’s have the size of 1m, regardless of the
size of the object they are applied to. It is similar to checking the “Real Scale” box
in the Material Editor Texture Picker, and it is useful to normalize the projectors
directly, for example if you already applied a material to the object and you do not
want to check Real Scale in the material.
Adjust: Adjust the position, rotation and scale of the current UV set to the global
position, rotation and scale of the object it is attached to.
Position: This option refers to the position of the UV set relative to the position of
the object it is applied to. 0,0,0 means the UV set’s pivot is at the center of the
object it is applied to.
Rotation: This refers to the orientation of the UV set relative to the orientation of
the object it is applied to. 0,0,0 means the UV set has the same orientation as the
object it is applied to.
Scale: The size of the UV set relative to the size of the object. A scale of 1 means
the UV’s are the same size as the object. A scale of 0.5 means the UV’s are half
the size of the object. The scale is initially set to the bounding box size of the
object for cubic UV sets.
4. Triangle Groups
This section displays all triangle groups belonging to the selected object. Note that only
one object has to be selected for the list to display the triangle groups.
To view the triangles associated with a triangle group in the viewport, make sure you are
in Triangle Selection mode and select a triangle group. The triangles will be highlighted
in the viewport.
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