Option | Description |
---|
| V: number, F: number | Amount of vertices and faces in the mesh. |
---|
Texel Density | Average TD on a mesh. |
Name | Mesh name. |
Play Diff Delta | Allows you to export the selected mesh regarding the same skeleton and remembers this mesh for another pose. |
Processing
| AO |
| - Constant White – Disables AO. Speeds up object re-importing.
- Normal Quality – Calculated on CPU. Slow.
- Optix Prime (area based) – Nvidia Optix method, calculated on GPU. Fast. Default mode.
- Optix Prime (least squares) – alternative Nvidia Optix method for cases with uneven topology. Calculated on GPU. Fast.
|
---|
Local AO | Relates to dynamic multi-mesh models only. Local AO, when enabled, ignores occlusion by other meshes. |
Brightness | - Default – Adjustment of the AO brightness curve.
- x2 – Brighter. pow(ao, 0.5).
- x4 – Brighterer. pow(ao, 0.25).
- /2 – Darker. pow(ao, 2.0).
- /4 – Darkerer. pow(ao, 4.0).
|
Distance | Optix Prime only. Lower distance makes open areas brighter. Usable for interiors. |
Samples | Optix Prime only. Recommended to leave at 0. |
Use Ground | Optix Prime only. Occlude by infinitely wide ground plane placed at the bottom of an object. Useful for objects that never rotate (trees, buildings). |
| Shadow Quality | - Full (Slow).
- Very High.
- High.
- Balanced.
- Low.
|
Generate Shadow Mesh | Stores a separate heavily optimized mesh for shadow casting. |
Enable Stress-maps | Stores additional vertex data for stress maps. |
Part #0
| Mesh Stats |
|
---|
Texel Density |
|
Name |
|
Shader |
|
Texture |
|
Cast AO? |
|
Use as Particle Mesh-Source |
|
Open Edge Fixup |
|
Fur Replacer |
|
Skip Shadow Mesh Generation |
|