3/21/2023 0 Comments Metasequoia 4 crack![]() ![]() When outputting to FBX files, glTF shaders can now be converted to the Stingray PBR shader used in Maya. You can also specify the direction of movement as either the normal direction of the selected face only, or the average direction of the normals of all faces surrounding the vertex. The normal direction has been included in the Move command for a long time, but now there is a new option to move to the normal direction for each vertex. It can also be combined with noise reduction to get high quality rendering results in a short time. Please see details in Release note.Įnabling bokeh does not change the total amount of rendering time. This update includes some improvements and bug fixes. If you have changed the normals, move the vertices only slightly so as not to affect the appearance of the vertices. Also, due to the limitations of either FBX or Unity (or both?), it is not possible to handle data in which only the normals are changed without moving the vertices. However, due to the limitations of FBX, it is not possible to have different normals for surfaces that share vertices, and the output will be a unified normal. When importing an FBX file with normal morph settings in Unity, please specify "Import" in the field. Normal morph can be applied if the receiving software supports it, and we have confirmed that Unity currently supports it. Normal vectors on morph objects as "Normal morph" can now also be output in the FBX file. In addition, shadows created through semi-transparent areas are now accurately rendered. Improved path tracing renderingĪlpha mode of glTF is now supported, and semi-transparency is displayed as in the preview. Metasequoia Ver 4.8.2a has been released. (This specification may be subject to change in the future.) ![]() Note that when indirect lighting is turned on, perhaps because the light source object itself is no longer self-shielding, the entire image becomes brighter even with the same light source intensity, so the exposure is adjusted in the example above. In the left image with indirect lighting on, you can see that the lighting is on, but the spherical light source itself is not visible. The indirect lighting is only reflected in the path tracing. It is difficult to see the change with only normal parallel light sources. When using the iridescence, please apply an environment map. This is not physically correct, but it can be an effective drawing method in cases where the light source itself would be obtrusive if it were visible. But, the light source object itself is not directly visible even if it is in the field of view. When the is turned on in the material property, the surrounding objects will be illuminated. ![]() Supports the extension recently added to the glTF specification, which reproduces the rainbow-colored phenomenon of light reflections, such as on CD/DVD recording surfaces or in soap bubbles. Please update your macOS to Catalina or later, or keep using Ver. macOS 10.14 (Mojave) will not work, so please update your macOS to Catalina or later, or use Ver. Note that macOS version 10.15 (Catalina) or later will be supported from this release. Please see details for other changes and bug fixes in Release note.
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