The following Lambert settings are supported in Verge3D: See the following guide for more information.īasic yet highly efficient node which can be used to represent materials with no specular reflections. glTF 2.0 Compatible Force the material to be glTF 2.0 compatible. Dithering Reduce banding artifacts by using pixel dithering. Disabling depth test is useful when rendering objects inside semi-transparent objects to prevent them from being culled by the covering objects. Depth Test Perform depth test calculations when rendering your material. Disable this option for transparent materials to make them rendered in additive manner. Depth Write Render material depth in depth buffer. By default, Verge3D renders only front side of materials, enable this option to render their reverse side as well. You can tweak your Standard Surface materials by using the following settings located on Verge3D panel: Alpha Mode Select transparency mode: Auto, Opaque, Blend, Mask, Coverage, or Add. Bump Mapping (Normal Camera input in Hypershade).Color (Emission Color input in Hypershade).Roughness (Sheen Roughness input in Hypershade). Color (Sheen Color input in Hypershade).Normal (Coat Normal input in Hypershade).Roughness (Coat Roughness input in Hypershade).Color (Transmission Color input in Hypershade). Weight (Transmission input in Hypershade).Roughness (Specular Roughness input in Hypershade).Color (Specular Color input in Hypershade).Color or (Base Color input in Hypershade).The following Standard Surface settings are supported in Verge3D: Base Panel This shader can represent many real-world materials (such as metals, plastics, glass, wood, textile etc) by using physically-based shading model. This section references all materials, textures and utility nodes supported in Verge3D for Maya. Materials, Textures, and Utility Nodes / Maya
0 Comments
Leave a Reply. |