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1734 Chapter 16: Material Editor, Materials, and Maps
Angle Thr eshold—Specifies t he angle to use
as a cutoff when removing backface pixels.
Default=90.0.
At the default of 90 degrees, faces per pendicular
to the camera, or at a g reater 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 uti lity assig ns vertex
colors based on the material assigned to the
object and the lighting in the scene. The utility
applies a VertexPaint modifier (page 1–936) to the
object when Assign To Selected is clicked. Once
the VertexPaint modi fier has been applied to the
object,gototheModifypanelorclickEditto
access the VertexPaint tools.
Tip: To render vertex colors, you must apply a
material that has a Vertex Color map (page 2–1693)
in its diffuse component. To view vertex colors in
v iewports, right-click the object, choose Properties
(page 1–117) from the quad menu, and then t urn
on Ve r t e x C o l o r in the Display Prop erties group.
The Assign Vertex Colors utility supports light
inclusion or exclusion when using the Scene Lights
option.
All of the commands found within the Assign
Vertex C olor utility are also available from the
Modify panel when a VertexPaint modifier has
been applied to an object.
Ver tex Colors and R adiosity
The Vertex Colors utility supports radiosity (page
3–51). If you u se radiosity with assigned vertex
colors,besuretoturnontheoptionRe-Use
Direct Illuminat ion From Radiosity Solution. This
option is in the Rendering Parameters rollout. See
Radiosity Controls (page 3–61).Whenthisoption
is on, the renderer simply displays the vertex
colors assigned by the radiosit y solution: strictly
speaking, it is not rendering at a ll.
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 which case Assign
Vertex Colors gets indirect illumination from the
radiosit y mesh but renders direct illumination
separately; or Radiosit y, Indirect Illumination
Only, in which case Assign Vertex Colors do esn’t
applydirectilluminationtoverticesatall.
See also
VertexPaint Modifier (page 1–936)
Vertex Color Map (page 2–1693)
Procedures
To use the Assign Vertex Colors utility :
1.
Assign materials to the objects you want to
affect. These can be mapped or unmapped
materials.
2. Light t he objects.
3. Select the objects you want to affect.
4. Exp a nd the Display Properties rollout i n the
Display panel and turn on Vertex Colors.
5. Access the Assign Vertex Colors utility.
6. Cho ose one of the Light Model options.
7. Choo se one of the Color Assign ment choices.
8. Click Assign to Selected.