This function is also available only in the EX version. It is especially useful for reassigning materials to 3D scanned data, or for further separating each material into separate objects after segmentation. Simply drag a portion of the object while switching materials to automatically divide the material assignment into regions based on the object's folds and bends. Note that multiple UV channels is a feature of the EX version only the Standard version can handle only one channel as before. In addition to the original file formats (mqo/mqoz), two file formats, glTF (glb) and FBX, now support multiple UV channels for file input and output. Ve4.8.5 allows each object to have up to four UV channels, storing the UV coordinates for the number of channels per vertex, and specifying which UV channel to use for each mapping. In the past, when using multiple types of mapped images, all mappings used the same UV coordinates. And, the Phong shader also has three types texture, alpha (transparent), and bump. The glTF shader supports a large number of mappings, including textures normals, occlusion, emission, transmission and so on. If you cannot migrate immediately, please continue to use the final supported version Ver4.8.4b. Since Windows 8.1 is no longer supported by Microsoft, we recommend that you migrate to Windows 10 or later. Windows 8.1 is no longer supported in this version. Please see the Release note for other detailed changes. Support for displaying shader-specific mapping images such as glTF when editing paint panels and UVs.3-axis trackball viewpoint rotation operation.Ability to separate material regions (EX only).Support for up to 4 multiple UV channels (EX only).The main changes in this release are as follows:
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