Very small triangles could not be selected. There was a bug with the group edit of objects with Set Tag which caused all modified objects to be assigned the same instance name.Įdit Paste Vertices could cause an exception error. A much large range of replacement tokens is allowed when importing ISI car models. Collada Import no longer allows materials to share vertices, this helps with the editing of multi-channel texture coordinates.Įnhanced. At present Assetto Corsa is the only sim with this support.Įnhanced: Memory handling has been improved it is easier to edit large models than before.Įnhanced. New: Material Edit Pane allows user variables associated with imported shader data to be modified. This is intended to be used with the Collada Import of animations. New: A function Export->Export RF2 Anm allows a character animation to be saved to rF2 format. New: Collada Export gives the options of exporting multiple texture channels. Nodes are now named according to the object associated. At present the transforms must be defined by matrixes and not axis angle, and there is a limit of 40 bones. New: The Collada Import Plugin can now read skeletal character animation. Note that 3DSimED does not have the vertex and pixel shaders to render these shaders correctly. Description: In this file you write the inventory name and descriptions for your parts and blocks. The Assetto Corsa plugins also ensure that the Ks Shaders are available in the Edit Material Pane. Objects: Within this folder is the Database, Mesh and Texture folders. New: Assetto Corsa import supports shaders and their associated variables. Please note that at present car models do not work. Geometry, materials and shaders are all exported allowing tracks to be edited and created. However, Unity aggressively batches shadow casters, even if objects have different materials, and ignores the clip mode when doing so.New: Assetto Corsa Export plugin added. Because the object is at steady-state (its temperature is not changing), it must be emitting energy at the same rate that it is absorbing energy. As a bonus you can use different textures on the two prims:) 1. Now you can put a texture on both prims and it will look as one textured object. The clip mode always gets applied when rendering shadows. place both prims at the exact same position and link them to one object. Why do shadows sometimes ignore the clip mode? The inside surface now gets shaded correctly, although it still ends up darker than the outside because of self-shadowing. Properties Backfaces and all faces, correct lighting. We'll use is as the source for albedo and alpha, with solid white as the default. TexturingĪdd a main texture property to the Lit shader. Their RGB channels are uniform white so won't affects the material's appearance. Import these textures and indicate that their alpha channel represents transparency.
Alpha maps for square and sphere, with black background. Here are two textures for that, one for square geometry like quads and cubes, and one for spheres. The most straightforward way to achieve this is with an alpha map. Alpha MapsĪlpha clipping is only useful when a material's alpha varies across its surface.
Nodes are now named according to the object associated. So to support alpha clipping we only have to adjust our shader. New: Collada Export gives the options of exporting multiple texture channels. Besides that, it's exactly the same as rendering opaque geometry. This technique is known as alpha clipping, alpha testing, or cutout rendering. Alpha ClippingĪs explained in Rendering 11, Transparency, it's possible to cut holes in geometry by discarding fragments based on an alpha map. A mix of opaque, clip, and fade materials, all casting and receiving shadows. This tutorial is made with Unity 2018.3.0f2. It's about adding support for alpha clipping and semi-transparent materials.
#3DSIMED HOW TO TEXTURE BOTH SIDES OF OBJECT SERIES#
This is the sixth installment of a tutorial series covering Unity's scriptable render pipeline.