For models made of subpatches, this means that higher Render Subpatch Levels will deliver smoother ink lines, and lower Render SubPatch Levels will provide chunkier ink lines. Unlike surface-based inking with high-contrast incidence-angle gradients (think of the computer-generated Galactus in the 1990’s SILVER SURFER cartoon), Edges can look as stable as any wireframe render. This shows in both rendering and interactive VPR.Įdges are a particular means of wireframe rendering. The negative thickness is used as a radius in meters. Using a negative value for the thickness of any edge, line or outline causes them to be rendered in perspective. Nodal shaders can be used to adjust the taper, color and opacity of the edges. Select the FBX of the scene and set your scale to 1.When rendering edges that are not even a pixel wide, make sure to increase camera samples since the camera could "miss" edges if only one sample is used.Īll edge types work on instances.Unity will then convert the LightWave scene to an FBX Your folder structure should look like this: In lightwave make sure your scene file is has it’s content directory set to the new location in the unity project.Copy or Move your LightWave_Content folder and it’s directory structure into your UnityProject_name\AssetsSave your LWS file in the \assets folder.UnityProject_name and check the LightWave AppLink package and any others you require for your project Create Unity Project for you lightwave scene Or Mac: Applications/Unity/Standard Packages. ![]() Windows C:\Program Files (x86)\Unity\Editor\Standard Packages (for machines running a 64-bit version of Windows)
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