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When an object, instance, group or a set of objects are selected in the Scene Tree, the Attributes Panel shows the list of parameters that can be changed for that selection. The panel is divided into several sections which can be expanded/ collapsed by clicking on the section title.

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  • Opacity: You can adjust the overall opacity of an object using this parameter, indifferent of what material is applied to it. It can be applied at Object level (affecting all the materials applied to it) or at Group level (affecting all the objects included). This parameter can be animated in a animation platform to produce vanishing/appearing effects. It can also be useful to quickly setup an AGS glass, by simply creating a mirror materials and reduce the Opacity of the object to something around 10-20%.
     
  • Back culling: When checked, it renders the object invisible if its normals are pointing away from the camera.

  • 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 Reflections/Refractions: Reflected or refracted objects are hidden.

  • Hidden from Global Illumination: The object will render but it will not affect lighting.

  • Hidden from Z-clip Planes: 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 field.

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  • Smoothing: Smooth objects at render time or do not smooth the object(s) (Flat). The numeric field 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.

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Maxwell Render allows to apply a Modifier extension to alter the geometry of the selected object itself in render time. 

 

The Triangle Groups section on the Object Attributes panel

 

The Modifiers panel allows you to add the modifiers to be applied to the selected object, as many as you want, that will be applied in descending order (the one in the top is the first in being applied to the geometry). 

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