![]() ![]() For more information, see Exporting Shapes to Separate Geometry Nodes.īakes out a feature of your model. Note:The options in this menu are implemented in Python, and you can also use Python to add your own entries to the menu. You can then use the ApplyMaterial node to apply the projection to geometry created by baking Selected geometry. This creates a Project3D node with a FrameHold node set to lock the input image and camera to the texture frame. ![]() Projection - ModelBuilder creates a projection at the current texture frame.You can use this to bake out parts of the scene to set up projections by baking Projection. Selected geometry - ModelBuilder creates a geometry node for the selected items in the scene.Sets what ModelBuilder creates when you click the Bake button: This allows you to line up your UVs over features in the tex image and see how well the UVs work on the actual model. tex input - Display the image as a background in the UV preview and set it as the texture for the currently selected object in the 3D Viewer.off - Do not display the image in the UV preview or on the 3D model.Sets whether to display the image connected to the tex input in the UV preview window and on the 3D model: When Projected is set to frame difference, ModelBuilder subtracts this value from the current frame and projects the resulting frame on to the model. When Projected is set to locked frame, ModelBuilder always projects the texture from this frame onto the model. Note:This control only has an effect when display is set to textured or textured+wireframe. This can help you line up the shape against your source footage. frame difference - Subtract the frame specified in the field on the right from the current frame and project the resulting frame onto the shape.locked frame - Project the frame specified in the field on the right onto the shape.current frame - Project the current frame onto the shape.Low values position the shape close to the camera, and higher values mean further away. There are no specific units for the Distance value. New shapes are positioned at this distance from the camera. Sets the default distance at which shapes are created. You can use groups to organize and set the visibility for shapes in the scene.ĭeletes the selected shapes and groups from the scene.ĭuplicates the selected shapes and groups in the scene. Note that when an item is hidden, it doesn’t appear in the Viewer or renders. To toggle the visibility of shapes or groups, click. ![]() To rename shapes or groups, click on them and enter a new name. Shows the hierarchy of shapes and groups of shapes in the scene. When enabled, and the geometry has a material shader attached to it, the shape(s) can receive shadows. When enabled, the shape(s) can cast shadows. This control is independent from the display selection, but has the same settings. When disabled, points cannot be selected or changed. When enabled, you can make selections as normal in the Viewer.
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