1.0]
Rendering considerations & limitations: Apart from these major lacks nXng has a powerful implementation of all available realtime techniques from today's 3D hardware. So you will almost always get a render very similar of what you could expect if you keep in mind the above restrictions. nXng will very soon get its software renderer back. It won't be a hardware emulation anymore but a realtime raytracer! Of course this is kinda slow but has CPUs gets faster and faster this is the way to go... 1.1]
Automatic scene sizing & Z-Buffering problems The following also apply to Z-buffer problems: To
avoid potential problems with Zcutting, the scene is scaled at load time
to conform with it GridSize setting. If you encounter Z-Clipping problems,
try modifying the Scene's GridSize in Layout! OPTIONS Menu / Layout View
/ Grid Square Size. |
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nXng has native Lightwave scene support so it handles almost all commonly used features of the Lightwave scene object. nX directly reads objects, cameras, motions and stuff from the LWS you provide. Motions and envelops
are reproduced perfectly in nX with support for 'End Behavior' settings
(Reset is interpreted as Stop). 2.1] LW Objects, nX gets infos on objects in native LWO format. Here is the list of what is supported and interpreted in the engine: - Polygonal geometry
(with a maximum of 333 vertice per polygon, truncation is performed if
overflow), When loaded in a scene many features are attached to the object: - Object dissolve
envelop, 2.2] LW Surfaces, LW surfaces determine how a particular set of polygons will render on screen, nX correctly interpret these values in LW surfaces: - Color texture level
[any mapping type], Please note that all these features can be combined together and thus allow very complex rendering to be performed! 2.3] LW Lights, Nx can currently
handle ambient, point, spot and linear lights both in realtime and lightmapped
renders. - Light intensity
with envelop, Camera is interpreted
with respect to its viewport size and FOV (with envelop). 2.5] Displacement PLUGIN: Morph-GIZMO, nX supports displacement plugin 'Morph-Gizmo'. 2.6] Displacement PLUGIN: Motion Designer MD-Plug. nX supports displacement plugin 'MDPlug' from Motion Designer version 1.0 upto version 2.01. Bonus] HOW TO SETUP A SURFACE IN LIGHTWAVE SELECTING
A SHADING MODE Supported texture
levels: - Surface Color (MAPPING), - Reflectivity (EVMAP), - Transparency (ALPHATEX), - Bump (BUMP) All textures levels
are fully UV independent. This mean you can use any mode of In order to have
a more complete control on the rendering of surfaces nX uses Here is a list of nX keywords: [BUMP] The following are
not legacy nX keywords but were introduced to be LGT_x[+y][+...]
USING ALPHA
AND TRANSPARENCIES |
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SECTION TO BE COMPLETED USING LIGHTMAPS: USING PARTICLE EMITERS: USING OBJECT EFFECTORS: USING ISOSURFACES: USING MOTION TRAILS: |
![]() - Iso surfaces- |