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  • Open: Select the MXM file on disk. The MXM to 'Shaded' Renderer dialog is presented after selecting the MXM to assign texture maps.
  • Delete: Remove reference to external MXM.
  • Quote: Copy the name of the MXM file into the formZ material name.
  • Edit: Edit the MXM in MXED.
  • Update Shaded: Invokes the MXM to 'Shaded' Renderer dialog. See section that follows.
  • Preview: Generate a preview of the material in the formZ sample scene (6” sphere, 6” cylinder, 6” cube, or 6” plane)
  • Use MXED: Display the preview embedded in the MXED instead.

MXM to ‘Shaded’ Renderer

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  • This dialog controls how bitmap textures in the MXM are assigned to formZ's 'Shaded' modes. This is necessary for editing the position, scale, and rotation of textures. If an MXM uses a bitmap texture, and one is not assigned to the corresponding formZ 'Shaded' material, a rendering error will likely occur.

MXM to ‘Shaded’ Renderer

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Note

If an MXM uses bitmap textures, at least one must be assigned to formZ's  'Shaded' color or transparency channels. (If a map is not assigned to either channel, formZ will not generate UVs for the objects that the material has been assigned to, resulting in a rendering error.)

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'Shaded' Color Texture
  • Short List: Select from a Click on the disclosure triangle for a pop-up list containing all bitmap textures referenced by the MXM.
  • Open: Manually select a bitmap image from disk.
  • Delete: Remove reference to bitmap image.
  • View: View the bitmap image.

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