LightWave 2018

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  • Texture Resolution - The Texture Resolution setting determines the resolution to use for displaying textures in viewports that have their Rendering Style set to Texture. Higher settings increase the detail of image textures displayed in viewports, but increase memory usage and display refreshing time.
  • Shading Method - Choose between MultiTexture, GLSL and PBRGLSL Shaders. Multi-texture shaders are simpler and intended for graphics cards that are less capable. GLSL is faster and shows more texture capabilities for modern cards. PBRGLSL shaders are the most modern and will show more accurate detail on capable videocards.
  • Transparency Sorting - There are three options to choose from:
    • SortByObject -  sorting the objects by their distance from the camera - fast method
    • SortByPolygon - sorting polygons by their distance from the camera - slowest method
    • AlphaClipping - uses the alpha value of a texture in the transparency channel to determine transparency - fastest method
    Tip

    SortByObject is the default setting and will be the fastest in most cases.

  • Geometry Acceleration - Determines how the graphics card displays OpenGL. Streaming renders the mesh immediately to screen, using the lowest amount of memory at the cost of speed. It also won't show normal maps. Buffered(VBO) will attempt to store the geometry in graphics card memory, allowing for the highest speed, at the cost of memory. In cases where the mesh or shading changes with every frame no caching is possible, a fallback to the Streaming method will result, for example with animated meshes and reflection maps. Smooth shaded geometry will benefit the most from the Buffered(VBO) mode. If the mesh is buffered in graphics card memory the performance you will get as much performance as your graphics card can give you.
  • Pixel Blending - Texture filtering
  • Mipmapping - Mipmapping is similar to what is used in today’s games to avoid graininess of textures in a distance or at a flat angle. Basically lower- res versions of the texture are generated in realtime and blended in. This feature is supported in hardware by most of today’s graphics cards. This feature also works if Mutitexturing is turned off. Please note however that due to the nature of this filtering method, low-resolution textures may appear a bit blurry.
  • Reflections - Switches reflections on and off. Only applies to image-based reflection maps.
  • Transparency - Switches transparency on and off.
  • Multitexture - Uses LightWave's original OpenGL drawing method. If your meshes are very heavy using this instead of GLSL is advised.
  • Frame Buffer Object - accelerates object drawing slightly.
  • Color Channel - De- /Activates the display of textures in the Color Channel if Multi-texturing is on.
  • Diffuse Channel - De- /Activates the display of textures in the Diffuse Channel if Multi-texturing is on.
  • Transparency Channel - De- /Activates the display of textures in the Transparency Channel if Multi-texturing is on.
  • Luminosity Channel - De- /Activates the display of textures in the Luminosity Channel if Multi-texturing is on.
  • Specularity Channel - Will show the specularity surface setting in PBRGLSL mode.
  • NormalMap Channel - Will show normal map in PBRGLSL mode
  • Legacy OpenGL - Uses the pre-LightWave [8] OpenGL drawing routines

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