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When a an object, instance, 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.

Coordinates

  • Position: X, Y, Z world position of the object and its pivot.
  • Rotation: Euler angles of the object and its pivot.
  • Scale: X, Y, Z scale of the object.
  • Shear: shears the object on the X, Y, Z axis.
  • Center: Set Sets the pivot point to the geometric center of each object.
  • Reset: Reset Resets the pivot of the object to the scene center (0,0,0).

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The Coordinates section on the Object Attributes panel

Appearance

  • Opacity: You can adjust the overall opacity of an object using this parameter, indifferent  regardless 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 an animation platform to produce vanishing/appearing effects. It can also be useful to quickly setup set up an AGS glass, by simply creating a mirror materials material and reduce reducing 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 Hides the object from the render view but allow allows 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.
  • Flip: This will change the “renderable” side of the polygon by changing the direction of the normal vector. This is relevant for objects that have emitter or dielectric materials applied to them. An emitter object will always emit light in the direction of its surface normals, so if you find your emitters are emitting light in the wrong direction, flip the normals. For dielectric materials, Maxwell Render uses the normals direction of an object to know when a ray has entered and exited the object. If the normals are reversed, flip the normals.
  • 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 Recalculates the objects’ object's normals. This parameter can be used to remove rendering artifacts due to corrupt normals of an imported object. If you see for example the individual polygons of a surface that's supposed to render smoothly, press this button to recalculate the normals.
  • Shading Mode: Set Sets the shading mode for the selected object(s). Please note that you can also set the shading mode in the viewport. The shading mode that will be displayed in the viewport will always be the most “basic” mode chosen. For example, if you set “Bounding Box” (lowest shading mode) as the shading mode for an object in the Object parameter panel, but set the viewport to Shaded mode, the object will be displayed in Bounding Box in the viewport. On the other hand, if you set the viewport to Wireframe but set the object shading mode to Textured, the object will be shown in Wireframe because it is a lower shading mode than Textured mode.
  • Object Id: A color chip to select a custom Id color for the selected object. See MatID - ObjectID channel page for more details.

  • Backface material: Allows you to map a separate material to the "backface" of a polygon (meaning the opposite side of side from where its surface normals are pointing). For more details, see Backface material. Back-face materials
  • Boolean: When checked, the object will become a "boolean", meaning that it will cut out any part of an object it touches. For more details, see Render booleans....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 Blockable emitters....XXXXXXX

 

The Appearance section on the Object Parameters panel

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

 

 

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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The UV Sets section on the Object Parameters panel

 

Triangle Groups

This section displays all triangle groups belonging to the selected object. Note that only one object has to be selected for the list to display the triangle groups.
To view the triangles associated with a triangle group in the viewport, make sure you are in Triangle Selection mode and select a triangle group. The triangles will be highlighted in the viewport.

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The Triangle Groups section on the Object Attributes panel

Modifiers 

Maxwell Render allows to you to apply a Modifier extension to alter the geometry of the selected object itself in render time.  For an in-depth description of the Geometry modifiers extensions, see the Extensions chapter.

 

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 one at the top is the first in being to be applied to the geometry). 

  • New: Add  Adds a new modifier to the selected object.
  • Rename: Rename  Renames a group.
  • Remove: Remove  Removes the selected modifier from the list. Same as the Delete key.
  • Refresh: Refreshes the state of the modifier effect (in the Studio viewport). 
  • Up and Down arrows: Allows you to define the order in which the modifiers will be applied. 

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The currently available object modifiers are: 

  • MaxwellCloner: Clones de  Clones the selected object using the distribution from particle cloud file. See more information in the Maxwell Cloner page. 
  • MaxwellGrass Applies grass over the surface following a random customizable distribution. See more information in the Grass page. 
  • MaxwellScatter: Scatters instances of an indicated object across the surface of the selected object following a random customizable distribution. See more information in the Maxwell Scatter page. 
  • Subdivision: Subdivides the geometry of the current object using Pixar's Loop or Catmull-Clark methods. See more information in the Subdivision page. 

 

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