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rayfire中文幫助(存儲版)

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【正文】 d you fragment them separately.To use this feature add base object to the Impact Objects list and push Fragment Impact Objects button. After the fragmentation process you can select new objects or delete them via Interactive Layer Manger.In case the Impact object has more then 50000 triangles a Yes/No/Cancel window will appear.It will inform you about Impact objects which have more then 50000 triangles and ask you Do you want to optimize these objects automatically before fragment?Choose Yes to optimize mesh, but pay attention that in this case UVW map will get out of order.Choose No to continue without optimizing, ProBoolean may fail during fragmentation process.Choose Cancel to cancel fragmentation process.Keep this in mind and try to fragment object no more than 10000 20000 trianglesFragmentation Types: (產(chǎn)生碎片類型)1. Uniform:產(chǎn)生碎片大小一樣2. Irregular:產(chǎn)生的碎片有大有小3. Relative to Bomb/Impact. Fragment object with more tiny fragments to point in space or to Impact point in case You use Reactor Demolition. You can set this point by defining one object as bomb in Reactor explosion options, RayFire will use it`s pivot point position. If Bomb object undefined RayFire will use Impact objects average position. 4. Relative to Mouse. Fragment objects relative to mouse cursor position. RayFire will fragment objects only near mouse cursor, if You will move cursor far from fragments RayFire will use Uniform fragmentation type. 5. Relative to Pivot. Fragment objects relative to objects pivot point. Iterations : Defines how many times object will be cut. Second Spinner will add variation.Chaos : Defines random angle range for cutter object. Detailization : Defines fragments surface detailing. Noise strength : 定義了碎片噪波強(qiáng)度. Material Button : 按下這個按鈕可以定義了碎片區(qū)域的材質(zhì).Pick Button : 按下這個按鈕去拾取一個物體,并把該物體的材質(zhì)賦予給碎片區(qū)域. Advanced fragmentation rollout. (高級碎片卷展欄)Also via Options menu or Rigth clicking Fragment Impact Objects button You can open Advanced fragmentation rollout. Fragmentation method : RayFire provides two ways to fragment object: ProBoolean and ProCutter. ProCutter more stable but less accurate. If for some reason ProBoolean cannot fragment object try to use ProCutter.Fragmentation seed : using fragmentation seed You can fragment object evry time with the same pattern.Set seed to 0 to fragment object each time in different ways.Face threshold : Defines fragments minimum face number.If a fragment has a lower face number than the Face threshold value it will be deleted.Useful if you want to explode fragments using reactor.Size threshold : Defines fragments minimum size.If fragment has a lower size than the Size threshold value it will be deleted.Useful if you want to explode fragments using reactor. Jitter amount : Defines the maximum position shift for the fragments. Material Id : Defines material Id for fragment surface.Pay attention that value should be greater then biggest material Id value of Impact object.Set it to 0 to apply Material Id automatically. Rift width : Defines gap distance between fragments.Useful if you want to explode fragments using reactor.Fill rifts : Creates object which fill rifts.Bake animation : Bake fragments in case Impact object has animation. Quadrangle faces : Make all fragment`s faces four sided. Create selection sets : create slection set with fragments after fragmentation. Animate Impact and Fragment objects Visibility : Activate this checkbox if you want to animate visibility for original object and the resulting fragments. Use Start Frame spinner in Shooting Options to define the time when the original object will change its visibility to 0 and fragments will change their visibility to 1. If this checkbox deactivated RayFire will just hide the original object.Useful if some fragments bee unstable during reactor explosion. After fragmentation has finished you can delete them.Remove middle edge vertices : removes twoedged vertices after fragmentation is finished Remove angle threshold : defines maximum angle for two edge which shares middle edge vertex.RAYXPLOSION TAB Explosion Options rollout In this rollout you can set properties for reactor explosion and explode Impact objects.Using Reactor Explosion you can quickly and realistically explode objects.To use this feature add objects in which you want to explode to the Impact objects list.Do not forget to add unyielding objects in Unyielding Objects list in the Reactor rollout.You can also define the physical properties for objects in Reactor rollout .Each time you push Explode Impact Objects button RayFire creates a simple animation for impact objects. It moves them from the defined objects pivot point. You can define this object by pushing Pick Bomb button and picking object.If Bomb object is not defined RayFire will move them from their average position. After that Reactor creates an animation.Pay attention that this feature can works with animated objects.Do not forget to set proper properties in Reactor utility, such as collision tolerance and substeps. Bombs List : RayFire Tool will explode objects from objects defined in Bombs list. In case You did not define any bombs, RayFire will explode objects from their average position.You can use several bombs but all of them will use the same explosion properties.If You want to use each bomb with differnet properties You should use special RF_Bomb object. Go to Create Panel, RayFire Tool category, click RF_Bomb button and click somewhere in the viewport. To use cretaed RF_Bomb add this object in Bombs list. In RF_Bomb Modify panel You can set custom explosion properties, including explosion time. Explosion Direction : You can use three different explosion direction:Sperical: explodes objects in all direction from bomb. Planar: explodes objects in two directions using bomb`s Z axis. Cylindrical : explodes objects
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