Object Effects

Object Effects refer to how an object is rendered. To change the effects open the Object Effects dialog with the Window: Object Effects menu command and select an object from scene as Solid A.

Alpha Blending

Alpha blending is used for transparency effects.  The alpha value used for blending is Texture base map alpha channel * alpha factor + alpha add value (alpha constants are set in Surface Effects dialog Color tab).  When the surface texture is disabled or the render mode is set to Solid Fill the alpha value is the constant alpha set in the Surface Effects dialog Color tab which defaults to 1.0.

Using Constant Alpha with Texture Mapping

In the Surface Effects dialog Color tab set alpha factor to 0, the alpha add value will be used for blending on entire surface.

Note: Depth sorting is per polygon center, interleaved geometry may need to be to sub-divided for transparency effects to render as expected.

Lighting Style

Lighting style features are used to set a lighting style that matches the geometric shape of an object.  Objects created with non-planar normals have configurable lighting styles.  Geometric shape of an object can change using primitive shaping features, lighting styles are set to match to the rounded areas of an object. 

Cylindrical Style  
Planar X Center Use planar style lighting for extendable X center
Planar Z Center Use planar style lighting for extendable Z center

For example a cylinder with cylindrical normals that is extended in X dimension now has a center section that is an elongated rectangular shape.  X center section no longer represents a cylindrical side, it is now planar.  Choosing Planar X Center lighting style matches underlying surface.

    Cylindrical lighting                Center region extended in X dimension                                         Planar X Center style



Spherical Style  
Cylindrical X Extension Use cylindrical style lighting for extendable X center
Cylindrical Z Extension Use cylindrical style lighting for extendable Z center
Cylindrical Y Center Use cylindrical style lighting for extendable Y center
Separate Top/Base Do not blend Y center with top/base vertex normals for lighting when applicable for shape style created

         Sphere created as half deltoid                   Separate Top/Base lighting style.  Vertex
         shape with Y center extended                   normals for top & center section are separate



Torus Style  
Cylindrical X Extension Use cylindrical style lighting for extendable X center
Cylindrical Z Extension Use cylindrical style lighting for extendable Z center
Cylindrical Y Center Use cylindrical style lighting for extendable Y center
Planar Top/Base Use planar lighting style for expandable torus XZ section

                  Torus Lighting                                  Extend Torus Y Center                   Torus with Cylindrical Y Center

                            Torus with expanded XZ                                          Planar Top/Base lighting style applied


Instance Objects


See Instance Objects

Displacement Mapping

See Displacement Mapping

Variance Surfaces

See Variance Surfaces