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When a group or a set of objects are selected in the Scene Tree panel, or an instance is selected in the Instances panel, 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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  • Object Id: A color chip to select a custom Id color for the selected object.
  • Backface material: Allows you to map a separate material to the "backface" of a polygon (meaning the opposite side of where its surface normals are pointing). For more details, see Backface material.
  • Boolean: When checked, the object will become a "boolean" meaning it will cut out any part of an object it touches. For more details, see....XXXXXXX
  • Blocked Emitters: In this panel you can specify the emitters you want to exclude from affecting the selected object. This way you can define a custom illumination for each object in the scene. Use the Add and Remove buttons to configure the list of excluded emitters for that object. For more details, see....XXXXXXX

 

Image AddedThe Appearance section on the Object Parameters panel

 

Image Modified

Object Opacity: A phantasmagorical vanishing portrait and an AGS glass obtained by reducing the object Opacity value

Image RemovedThe Appearance section on the Object Parameters panel

 

 

UV Sets

Create a new UV set for the selected object, rename it or remove it. It is also possible to edit the parameters of the currently selected UV set.
To edit a UV set, you should set it to something other than Locked mode. You can select several UV sets at the same time and edit their properties. You can also select several objects at once and all the UV sets of all the selected objects will be listed here.

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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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