RHINO network camera Manual do Utilizador Página 14

  • Descarregar
  • Adicionar aos meus manuais
  • Imprimir
  • Página
    / 101
  • Índice
  • MARCADORES
  • Avaliado. / 5. Com base em avaliações de clientes
Vista de página 13
14
Question: Why aren't my Emitters working?
Maxwell Emitters behave according to real-world parameters. Therefore, it is necessary to:
make sure your scene scale is realistic - 100W spread out over 100 sq. meters is not very bright
make sure your emitter plane normals are facing the correct direction
make sure your camera settings are correct
make sure that the Emitter power is defined correctly (don't forget the Efficacy parameter for watt-based emitters)
Question: Textures work differently than I expected, is this by design?
Most definitely. The way to work with Textures in the plugin may seem unconventional upon first use, but it has been purposefully
designed to provide a quick workflow. The first concept to understand is that there is always only one 'current' texture for each material,
if any. It is this texture which is shown in the viewport. Here are the basics of operation:
LMB: Clicking a Texture button with the left mouse-button makes it the 'current' texture. Only one Texture is ever 'selected' for
each material. It is this Texture which will be shown in the Texture Editor, and on objects in the viewport. Selecting an empty
Texture shows the untextured material in the viewport. Double-clicking the button will bring up a file browser.
RMB: Clicking with the right mouse-button opens or closes the Texture Editor, and also sets the Texture for that button current.
Drag-and-Drop: Textures may be dragged from a Texture button onto another Texture button, or to the Texture preview window,
assigning the path of the source Texture to that of the target Texture. If CTRL is held down during the operation, not only the path
will be copied, but all of the source Texture's parameters as well. Textures may be dragged also over the material Layers Tree,
making it possible to drag a Texture from one layer to another (it is the same for colors as well)
Path Text-box: The text-box in the Texture Editor shows only the filename, rather than the entire path (which is shown in a tooltip),
of the file which is assigned to it. It is not possible to directly edit the path using the keyboard, this is always done using a dialog-
box shown when the 'browse' button is clicked. Because directly editing the path is not possible, paths may be cleared in one of
two ways: 1) dragging an empty Texture on to the Texture you want to clear, or 2) right-clicking the path text-box and choosing
'Clear' from the context-menu that is shown
While the Material Editor does emulate Maxwell MXED in many respects, Texture-handling is one area where it makes somewhat of a
departure. This aspect has been designed with the plugin's goal of providing completely-modeless operation in mind, and to
accommodate real-time editing of Textures. Typical first-time out Q & A might include:
Q: Why doesn't left-clicking a Texture button open the Texture editor, or show a file-dialog?
A: Texture buttons are used to set the selected Texture, whether or not the Texture Editor is visible. It is designed to allow selecting
different Textures in the viewport without having the Texture Editor open. Double-clicking shows a file dialog.
Q: Why isn't it that a Texture is selected, and the Texture Editor is shown (if hidden) when left-clicking a Texture button?
A: Similar to above, selecting a Texture is a separate action from opening the Editor. In fact, this exact sequence is accomplished by
right-clicking a Texture button
Vista de página 13
1 2 ... 9 10 11 12 13 14 15 16 17 18 19 ... 100 101

Comentários a estes Manuais

Sem comentários