12.07.2015 Views

Modeler

Modeler

Modeler

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

44Show Polygon SelectionLightWave 10 - <strong>Modeler</strong>When polygons are selected they appear highlighted if this optionis selected.GL TabTexture Resolution determines the display resolution of images used.Lower settings will update faster and use fewer system resources.Shading MethodOpenGL Multi- TexturingDe- /Activates Multi-texturing – multiple textures layers per polygon inOpenGL.Depending on the settings that you activate (see below), the followingcombinations of texture layers are possible:A. Two color-layers with one diffuse-layer, one luminosity-layerand one reflection map (5 textures/polygon).Show BackdropA Backdrop is an image loaded for viewports on the BackdropTab. These images can be useful as Modeling reference.B. One color-layer with one transparency-layer and one reflectionmap (3 textures/polygon).Currently the Multitexturing is made to work with graphics-cards withat least two texture memory units.GLSL HW ShadingGLSL HW Shading (OpenGL Hardware Shading) is now among theselections in the Display Options panel. Support for the OpenGL 2.0hardware shader technology in newer video cards has been added toLayout to provide very close approximations of render functions in theviewport displays. Light falloff, surface blending, gradients, and manyprocedurals can now be displayed in the OpenGL viewports in Layoutwhen GLSL HW Shading is turned on.Geometry Acceleration1NOTE: These visibility options can be overriddenindependently for each viewport on theViewports Tab.Toggle Background DisplayA new command for turning on/off the background image display.Currently, this command must be added either as a menu option or akeyboard shortcut.Determines how the graphics card displays OpenGL. Streaming rendersthe mesh immediately to screen, using the lowest amount of memoryat the cost of speed. Buffered(VBO) will attempt to store the geometryin graphics card memory, allowing for the highest speed, at the cost ofmemory. In cases where the mesh or shading changes with every frameno caching is possible, a fallback to the Streaming method will result,for example with animated meshes and reflection maps. Smooth shadedgeometry will benefit the most from the Buffered(VBO) mode. If themesh is buffered in graphics card memory the performance you will getas much performance as your graphics card can give you.MipmapMipmapping is similar to what is used in today’s games to avoidgraininess of textures in a distance or at a flat angle. Basically lower- resversions of the texture are generated in realtime and blended in. Thisfeature is supported in hardware by most of today’s graphics cards. Thisfeature also works if Mutitexturing is turned off. Please note howeverthat due to the nature of this filtering method, low-resolution texturesmay appear a bit blurry.Color ChannelDe- /Activates the display of textures in the Color Channel if Multitexturingis on.Diffuse ChannelDe- /Activates the display of textures in the Diffuse Channel if Multitexturingis on.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!