リアルタイム・マテリアル(RealTime properties)を反映させるためには、モデルもしくはグループにショートカットを作成する必要があります。
このマテリアルの設定は、arcticPigsヴューアにのみ影響します。
リアルタイム・マテリアルを使用しない場合は、以下の設定でリアルタイムレンダリングされます。


Smooth Normals(法線の平均化)

Show Backfacing(サーフェイスの裏面表示)

Z bias

Subdivide(パッチの細分割)

Minimum number of subdivisions(パッチの最低分割数の指定)

Hit Testing(ヒット・テスティング)




As opposed to the project settings and image compression material plugins, this is a true material from which you must create shortcuts on groups for it to have any effect at all. Any setting you apply which is different to the default will be applied to every patch belonging to the group. The default settings are shown below.

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Smooth Normals
This is a normal averaging technique which gives the surface a smoother appearance. Useful for correcting rendering artefacts on 5 point patches.

Show Backfacing
Will render both sides of your surface. Useful where you can see through certain holes in the model and you need to render the opposing surface. Use sparingly. Not rendering the back facing surfaces is the biggest optimization you can make to a 3d rendering engine.

Z bias
This influences the depth test which determines what gets rendered on your screen. A higher z bias has the effect of bringing the object closer to the camera without actually moving it. Useful if you have parallel planes that are close together and relatively far from the camera. Not available if you choose 'Show Backfacing'

Subdivide
You can disable the patch being split into multiple polygons at runtime with this setting.

Minimum number of subdivisions
Forces the patches to be split into a certain number of polygons. Useful to ensure that you model looks 'decent' on slow PC's. If you use 4 points to describe round objects you may want to use a minimum subdivision level to avoid the object ever looking square on a slow PC. Note that if you select '1' for the number of divisions, you get 4 sub-patches = 8 polygons. Selecting '2' gives 16 sub-patches = 32 polygons. If you beef up the subdivisions on only part of your surface, the viewer only be able to avoid cracks appearing on the edge between these two areas if the division level equals one. Any values above that will cause cracks to appear on the boundary between beefed up and regular rendered surface.

Not shown is the hit testing panel. This only has a single choice, to hit-test or not to hit-test. Disabling the test has the effect of making that part of the model transparent to your mouse. Useful if you want to be able to select things behind a semi-transparent object. Can be very confusing to the user if you use it on non-transparent parts of your model



2000 arcticpigs. All rights reserved.
This is a draft version! The functionality of parts of the software are liable to change.