Solver
Last updated
Last updated
This section contains options affecting thickness calculation and its baking into a mesh.
Ray Length - This is the length of a ray going from the vertex in the opposite direction of its normal (inside mesh). Any surfaces that are in the ‘hit’ range of this ray are included in the thickness calculation. The more surfaces are inside this range, the more intense/detailed final thickness value is. If ray 'hits' nothing, then thickness value for that vertex equals Ray Length size:
Inside the Scene view rays can be displayed by enabling icon:
Inside Scene view rays are rendered for all vertices of a selected mesh inside VTG editor window, or if no mesh is selected then for all meshes inside conversion list of the VTG editor window.
Rendering rays may have negative impact on the scene redraw if too much rays need to be rendered.
FOV - Field of view of the vertex. With higher value generated thickness has more details, but also more unwanted polygons may be included in the calculation:
Intensity - Adjust thickness intensity.
Use Smooth Normals - Instead of using mesh normals for calculating thickness, it is re-generated with smooth angle.
Store Inside - Allows choosing mesh vertex buffer where calculated thickness is saved:
Merge Mode - Defines how saving thickness in the selected vertex buffer affects already existing data there: Replace it or multiply.