![]() Please see the Release note for other detailed changes. Windows 8.1 is no longer supported in this version. Since Windows 8.1 is no longer supported by Microsoft, we recommend that you migrate to Windows 10 or later. If you cannot migrate immediately, please continue to use the final supported version Ver4.8.4b. The glTF shader supports a large number of mappings, including textures normals, occlusion, emission, transmission and so on. And, the Phong shader also has three types texture, alpha (transparent), and bump. In the past, when using multiple types of mapped images, all mappings used the same UV coordinates. ![]() Ve4.8.5 allows each object to have up to four UV channels, storing the UV coordinates for the number of channels per vertex, and specifying which UV channel to use for each mapping. ![]() In addition to the original file formats (mqo/mqoz), two file formats, glTF (glb) and FBX, now support multiple UV channels for file input and output. Note that multiple UV channels is a feature of the EX version only the Standard version can handle only one channel as before. Simply drag a portion of the object while switching materials to automatically divide the material assignment into regions based on the object's folds and bends. ![]()
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