Attributes Panel: Object


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.

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: Sets the pivot point to the geometric center of each object.
  • Reset: Resets the pivot of the object to the scene center (0,0,0).

To transform an object in all three axis at the same time, enter your desired value in one of the numeric inputs and press Shift + Enter to change all axis to that value.

The Coordinates section on the Object Attributes panel

Appearance

  • Opacity: You can adjust the overall opacity of an object using this parameter, 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 an animation platform to produce vanishing/appearing effects. It can also be useful to quickly set up an AGS glass, by simply creating a mirror material and 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: Hides the object from the render view but 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: Recalculates the 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: 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 from where its surface normals are pointing). For more details, see 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.

  • 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.

 

The Appearance section on the Object Parameters panel

 

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.

  • Type: Choose the type of UV set needed for the object. There are four types of UV sets available: Planar, Spherical, Cylindrical and Cubic. Imported objects that already have UV sets will have their UV’s imported as “Locked”. This UV type does not allow for editing. It is also possible to set the current UV set to Locked to avoid editing it by mistake.
  • Channel: Specify the UV channel that this UV set will represent. The UV channel is used when applying textures to a material in the material editor, by specifying the UV channel that texture should use. For example, an object may have two UV sets, one spherical (channel 0) and one flat (channel 1). A material applied to this object can use both the spherical UV set and the flat UV set. In the material editor, you can set one texture to use channel 0 and another texture to use channel 1.

Right-clicking in this panel provides the following options:

  • New UV Set: Create a new UV set for the selected object.
  • Normalize: This function will force the UV set to have a size of 1m, regardless of the size of the object it is applied to. It is similar to checking the “Real Scale” box in the Material Editor Texture Picker, and it is useful to normalize the projectors directly, for example if you already applied a material to the object and you do not want to check Real Scale in the material.
  • Adjust to Object: Adjust the position, rotation and scale of the current UV set to the global position, rotation and scale of the object it is attached to.
  • Operator: This option allows you to apply the same transformation to all the selected UV’s at the same time, for example if you wish to scale all the selected UV sets by 10%.
  • Rename: Rename the current UV set.
  • Remove: Remove the current UV set.

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.

You can drag and drop a material from the material list onto a triangle group to assign that material to just that triangle group. It is also possible to select a triangle group in the list, and drag and drop a material directly in the viewport. To remove a triangle group, select it and press the Delete key on your keyboard.
Additionally, if you right-click on a triangle group a menu will pop up:

  • Merge: Merge two selected groups. The material of the first selected group will also be used for the new merged group of triangles.
  • Rename: Rename a group.
  • Remove: Remove the triangle groups but not the triangles themselves. Same as the Delete key.

Right-clicking on this panel allows you to merge, recalculate, rename and remove the current triangle group.

 

The Triangle Groups section on the Object Attributes panel

Modifiers 

Maxwell Render allows 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 at the top is the first to be applied to the geometry). 

  • New: Adds a new modifier to the selected object.
  • Rename: Renames a group.
  • 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. 

Selecting an applied modifier displays its parameters panel below. 

The currently available object modifiers are: 

  • MaxwellCloner: 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 Pixar OpenSubdiv page.