User Manual

Table Of Contents
Texturing
Texture Depth: Lets you specify the bit depth of texture maps.
Warn about unsupported texture depths: Enables a warning if texture maps are in an
unsupported bit depth that Fusion can’t process.
Lighting Mode
The Per-vertex lighting model calculates lighting at each vertex of the scene’s geometry. This
produces a fast approximation of the scene’s lighting but tends to produce blocky lighting on
poorly tessellated objects. The Per-pixel method uses a different approach that does not rely
on the detail in the scene’s geometry for lighting, so it generally produces superior results.
Although the per-pixel lighting with the OpenGL renderer produces results closer to that
produced by the more accurate software renderer, it still has some disadvantages. The OpenGL
renderer is less capable of dealing correctly with semi-transparency, soft shadows, and colored
shadows, even with per-pixel lighting. The color depth of the rendering is limited by the
capabilities of the graphics card in the system.
Transparency
The OpenGL renderer reveals this control for selecting which ordering method to use when
calculating transparency.
Z Buffer (fast): This mode is extremely fast and is adequate for scenes containing only
opaque objects. The speed of this mode comes at the cost of accurate sorting; only
the objects closest to the camera are certain to be in the correct sort order. So, semi-
transparent objects may not be shown correctly, depending on their ordering within the
scene.
Sorted (accurate): This mode sorts all objects in the scene (at the expense of speed)
before rendering, giving correct transparency.
Quick Mode: This experimental mode is best suited to scenes that almost exclusively
contain particles.
Shading Model
Use this menu to select a shading model to use for materials in the scene. Smooth is the
shading model employed in the viewers, and Flat produces a simpler and faster shading model.
Wireframe
Renders the whole scene as wireframe. This shows the edges and polygons of the objects. The
edges are still shaded by the material of the objects.
Wireframe Anti-Aliasing
Enables anti-aliasing for the Wireframe render.
OpenGL UV Renderer
The OpenGL UV renderer is a special case render engine. It is used to take a model with
existing textures and render it out to produce an unwound flattened 2D version of the model.
Optionally, lighting can be baked in. This is typically done so you can then paint on the texture
and reapply it.
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