![]() You say cgfx is not used by anyone, yet maya, max ,unity and udk are giving it first class treatment. The real benefit of real time rendering vs ray traces is speed. It’s grainy and it takes a lot of time to get a decent render out of it. The cgfx/other languages are an added bonus- being able to import and export code.Ĭycles is not real time even with the viewport. Shaderfx is a technology capable of using different languages (cgfx,glsl,hlsl,etc) in Maya - to give you creative control and technical flexibility in getting real time rendering in the viewport. I think he was referring to the end result of NOT HAVING TO WAIT when it’s in real time. For that, you’d be limiting yourself in both directions. The question was, what is the benefit in having the lowest common denominator between Cycles and an OpenGL engine? It could only be that you can share (some) materials. There’s just way too much divergence in the way you approach lighting, shading, shadowing, post-processing, etc. ![]() All the good solutions are engine-specific. In general, it is difficult-to-impossible to have a solution that fits everyone’s use-case in a game engine. ![]() This bug only occurs when the FC locale is one in which the comma is the decimal sign.Almost nobody uses ShaderFX/CGFX, so I don’t see what the big deal here is. an the relative permittivity and this value changes to "100059,000000000000" Launch the material card editor and open the existing Air.FCMat material card. Result: you don't get the parameters stored in the Nitrogen.FCMat fileġ0. Create a fluid material and select as Material card "Nitrogen". Now open the material editor from within the material dialogĩ. Create a fluid material and select as Material card "None". Result: the folder of the already load material is not opened but always this folder "*\data\Mod\Material"Ĩ. Then call the material editor from the material dialog and Click on the button "Open". Select in the material dialog a material. So you cannot reopen the material dialog.ħ. Result: FreeCAD is now in a state in which it thinks there is still a task dialog open. Then close the material editor with Cancel, finally close the material dialog with OK. call the material editor from the material dialog. There you see "_transient_material" in the field "Material card"Ħ. Close the editor and see that you don't see the card name in the material dialog. call the material editor from the material dialog and load an existing card. "PET-generic" you get in the author field "PET-Generic" but in the card it is "(c) 2019 Uwe Stöhr (CC-BY 3.0)"ĥ. in the material editor load an existing standard material like e.g. To fix this, open the material cards in a text editor, convert the file to Unicode and save it.Ĥ. > Note: old material cards containing Unicode-only characters can now not be opened anymore as they are. Therefore opening the just created file shows you no content. when you use the material editor and save the data as material card, it is not saved as Unicode. > Workaround: Call the material editor from within the material dialog and click there on the button 'Open.'ģ. in the material dialog one cannot load a custom/own material card One can also not load them via the material editor because they are not listed anywhere.Ģ. For example we have already many cards for steel, but they don't appear in the dropdown list. in the material dialog one cannot load all existing material cards. This thread is intended to sort out and fix the different material issues.ġ.
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