8
898 Chapter 8: Modifiers
• Solid:Rendersfacesusingthefillcolor
specified by the swatch at the top of the Fill
group.
• Normal: Renders each vertex’s normals into
thebitmap.Theresultlookssimilartoanormal
map.
• Sha ded: Uses a s imple lighting setup to render
shadingacrosstheUVsurface.
Left: Fill=Normal. Right: Fill=Shaded.
Show Overlap—When on, fills faces that overlap
otherfaceswiththeoverlapcolor,showninthe
color swatch to the ri ght. De fault=on.
To change the overlap color , click the color swatch.
Edges group
[color swa tch]—Shows the color used for rendered
edges. To change the color, click the swatch.
Alpha—Sets the a lpha-channel value for edges.
Range=0.0 (transparent) to 1.0 (opaque).
Default=1.0.
The alpha channel is included with the rendered
image only when you save in a format that supports
transparency, such as TIF or Targa.
Visible Edges—When on, edges are rendered using
the specified edge color. Default=on.
Invisible Edges—When on, hidden edges
are rendered using the specified edge color.
Default=off.
Hidden edges are most often found dividing mesh
polygons into triangles. They aren’t present in
polygon objects.
Seam Edges—When on, seam (outside) edges
are rendered using the specified seam color.
Default=on.
To change the seam color, click the color swat ch.
Thedefaultcolor(green)isthesameasthatused
for seam edges in the Edit UVWs dialog, but the
two can be changed separately.
Render UV Template—Renders the template bitmap
in a new
rendered frame window (page 3–5)
.
To save the rendered frame, click the Save
Bitmap button.
Note: This command renders the normalized UV
space, f rom (0,0) to (1,1), as depicted in the editor
by a dark blue outline. For best results, make sure
the texture UVs fill this space but don’t exceed its
bounds.