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1544 Chapter 16: Material Editor, Materials, and Maps
Use the toggle to turn use of the ZBuffer Mask on
or off. By default, it is off, and it is not tur ned on
automatically when you assign the ZBuffer Mask.
ZFudge—ZFudge values other than 1.0 add a
margin of deviation to the use of the Z-depth
data, letting you fine-tune the Z-Buffer
masking. Default=1.0.
Mask—Behaves like the mask in the
Mask map
(page 2–1499)
: it lets you view one map through
another. Black areas of the mask are transparent,
white areas are opaque, and gray areas are part ial ly
transparent, based on the percentage of the g ray.
Ma sk Uses the Camera Pro jection—When on, the
maskusesthesamecameraprojectionasthe
Texture and ZBuffer Mask. When off, it uses
the object’s UVW coordinates. Default=on.
Remove Back Face PixelsWhen on, sets the
projection to exclude surfaces that face away from
the camera, based on the va lue of Angle Threshold.
Default=on.
Angle Threshol d—Specifies the angle to use
as a cutoff when removing backface pixels.
Default=90.0.
At the default of 90 degrees, faces perpendicular
to the camera, or at a greater angle, are not
projected.
Material, Mapping, and
Ver tex Color Utilities
Assign Ver tex Colors Utility
Utilities panel > Utilities rollout > More button > Utilities
dialog > Assign Vertex Colors
The Assign Vertex Colors utility assigns vertex
colors based on the materia l assigned to the
object and the lighting in the scene. The utilit y
applies a
VertexPaint mo difier (page 1–918)
to the
object when Assign To Selected is clicked. Once
the VertexPaint modifier has been applied to the
object,gototheModifypanelorclickEditto
access the VertexPaint tools.
Tip: To rende r v e r tex c olor s , yo u must a pply
amaterialthathasa
Vertex Color map (page
2–1503)
in its diffuse component. To view vertex
colors in viewports, right-click the object, choose
Properties (page 1–111)
from the quad menu,
andthenturnonVer t e x C ol o r in the Display
Properties group.
The Assign Vertex Colors utility supports light
inclusion or exclusion when using the Scene Lights
option.
All of the commands found w ithin the Assign
Vertex Color utility are also available from the
Modify p anel when a VertexPaint mo difier has
been applied to an object.
Ver tex Colors a nd R adiosity
The Vertex Colors utility supports
radiosity (page
3–50)
. If you use radiosity with assigned vertex
colors,besuretoturnontheoptionRe-Use
Direct Illumination From Radiosity Solution. T his
option is in the Rendering Parameters rollout. See
Radiosity Controls (page 3–60)
.Whenthisoption
is on, the renderer simply displays the vertex
colors assigned by the radiosity s olution: strictly
speaking, it is not rendering at all.
The additional option Render Direct Illumination,
also on the Rendering Parameters rollout, causes
direct lighting not to be saved in the corresponding
mesh. This corresponds to the options Radiosity,
Render Direct Illumination, in wh ich case Assign
Vertex Colors gets indirect illumination from the
radiosit y mesh but renders direct illumination
separately; or Radiosity, Indirect Illumination
Only, in which case Assign Vertex Colors doesn’t
applydirectilluminationtoverticesatall.