User manual NEWTEK LIGHTWAVE 8.5 ADDENDUM

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Detailed instructions for use are in the User's Guide.

[. . . ] LightWave [8] version 8. 5 Addendum Modeler Multishift Multishift is an interactive tool similar to Smooth Shift, which allows you to inset and shift groups of polygons together. Unlike Smooth Shift, this tool lets you interactively inset the selected polygons by dragging the mouse left/right. Furthermore, the inset algorithm used can be chosen along with the shifting algorithm through the numeric panel. Steps for using Multishift on selected geometry: Step 1- Select the geometry you would like to extend Step 2- On the Multiply>Extend Menu, choose Multishift. Step 3- Open the numeric panel, and toggle on Multishift Mode if it is not already activated. LightWave [8] version 8. 5 2 Step 4- Left-click and drag to move the selected polygons. [. . . ] Interpolation Type Linear: The UV map is interpolated linearly, most similar to the original mapping option and does not use any subpatching at all. LightWave [8. 2. 1] Update 2 A UV map with two UV islands enclosed by a 3rd large UV island. Linear Interpolation Mode The edges on the very left and right of this UV map are discontinuous, as are the edges along the two small islands in the centre. In this case the biggest problem is that some vertices are shared by all three UV islands. The situation would be even more severe, if each UV island was in its own UV map. Subpatch: All Edges are interpolated along the subpatch lines, as if the UV map was a subpatch mesh. (Note that the discontinuous edges do not line up. ) Subpatch Interpolation Mode LightWave [8. 2. 1] Update 3 Linear Corners: Corner-Points that are along the outer edge of the UV map, but not the edge of the mesh, are interpolated linearly. Notice that it looks better than subpatch, but the discontinuous edges still do not meet up. Linear Corners Interpolation Mode Linear Edges: Edges that are along the outer edge of the UV map, but not the edge of the mesh, are interpolated linearly. Discontinuous Edges now line up, but due to lack of cubic interpolation, some distortion may still occur. Linear Edges Interpolation Mode LightWave [8. 2. 1] Update 4 In this special case only the "Linear Edges" method would allow for well aligned discontinuous UV edges. However you would have to allow for some distortion along these edges (similar to the way it used to be before LightWave version 8. 2). Across discontinuous edges: Interpolation occurs along discontinuous edges. This method usually provides less distortion along discontinuous edges. A discontinuous edge can be considered a point that shares two separate polygons on a mesh, yet falls on the edge of the UV map so the two polygons are on opposite edges of the UV map. Please note that this option still does not work across multiple UV maps. Across Discontinuous Edges Interpolation Mode Warning: If heavy scaling is used or parts are rotated, Across Discontinuous Edges can produce errors. However, this solution is recommended first, since most of the time, the least distortion occurs at discontinuous edges. The Subpatch Interpolations can be further edited in the Assign UV Coordinates window and the Vertex Maps Panel. Assign UV Coordinates Click on the Make UVs button in the Maps>Texture Group to access the Assign UV Coordinates panel. LightWave [8. 2. 1] Update 5 Assign UV Coordinates Window Move Control Points (old)--Enables the "classic" way of dealing with Subpatch UVs. The subpatch positions of the vertices were used instead of the controlcage position if the mesh was in subpatch mode. Warning: In contrast to the Interpolation settings above, Move Control Points (old) is irreversible. Vertex Maps Panel (default keyboard shortcut F8) Selecting the Vertex Map Panel, found in the Windows Menu, opens the Vertex Maps window. The UV maps Interpolation options are available here. Vertex Maps Window The Interpolation type can be interactively changed. Clicking on a selection under Interpolation will update the UV map to the interpolation choice selected. LightWave [8. 2. 1] Update 6 Sketch Color The color of the wire frame mesh in the UV map can also be changed here. This makes it easier to see each individual UV map when multiple maps are selected. Sketch Color Multiple UV Map Selection You can select multiple maps by holding SHIFT or CTRL then left clicking on the appropriate maps. [. . . ] LWEVNT_NOTIFY_SCENE_CLEAR_STARTINg This indicates a scene is about to be cleared. LWEVNT_NOTIFY_SCENE_CLEAR_COMPLETE This indicates a scene has just been cleared. Only a master handler that survives a scene clear (LAYOUT type) will still be around to detect this. `eventData' is the name of the scene as it exists as a cleared scene. [. . . ]

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