How to use software vertex mode




















This tool is very useful to create surfaces joining two existing parts of an object, for example to connect the extremity of the handle of a vase onto its base.

If faces are selected, they will be removed and a surface will be created between the two holes. If the object is smoothed, the bridge operation is performed on the control shape and the result is automatically smoothed. If both selections belong to different objects, the bridge is created and both objects are automatically welded together into a single object. User Tools Log In. Site Tools. You are here: Home » Public » Software » Hexagon » v2.

Sidebar Table of Contents Vertex Modeling. Add a Single Vertex on an Edge of a Polygon. General Principles. Working in 3D Space. How Tools Function in Hexagon. Dynamic Geometry in Hexagon. Modeling With Symmetry. Surface Modeling. Materials in Hexagon. Creating and Managing UVs. Surface Displacement Modeling. Brushes and Painting. The Control Panel. The Scene Properties Palette.

The Object Properties Palette. Keyboard Shortcuts. DAZ 3D Home. Knowledge Base. Contact Us. Report A Bug. QR Code. Vertex Modeling. Most tools in this section do not support dynamic geometry, no matter what DG mode is chosen. A special manipulator appears on the selection, made of three elements, each corresponding to a function of the tool: The extract along manipulator. The extract around manipulator. The extract fillet manipulator. Edge tools work on a simple selection as well as on non-contiguous multi-selected edges.

Usage: Select one or several edges of a surface or volume. Click and drag on the manipulator that appears on the selection, and move it to define the offset of the newly created edges. In the case of the extract around tool and not the edge tool , it is also possible to click directly on the edge and not just on the manipulator to effect it. With the original edge still selected, it is now easy to manipulate it, for example, creating a raised button, or a pushed in zone.

Usage: Select one or several edges on a surface or volume. Click and drag on the manipulator that appears on the selection, and move it to define the placement of the newly created edges. In the case of the extract along tool and not the edge tool , it is also possible to click directly on the edge and not just on the manipulator to effect it. Click and drag on the manipulator that appears on the selection, and move it to define the spacing of the newly created edges, or the size of the fillet.

In the case of the extract fillet tool and not the edge tool , it is also possible to click directly on the edge and not just on the manipulator to affect it.

If the selection is faces: a specific manipulator appears, made of three elements, permitting different operations: Manipulator for making a vertical extrusion an extension. Manipulator for making a horizontal extrusion an inset. Manipulator for making a free extrusion. Manipulator for making a vertical extrusion. According to the extrusion desired, click-drag on the element of the manipulator to create the extrusion.

The extruded face or edge remains selected, making it easy to continue to fast extrude again, as many times as desired. Usage: Select one or several edges on an surface or a volume. Usage: Select the object to be mirrored. A bounding box appears on the selected object. Moving your mouse over a face of this box highlights in blue the plane to be used for the mirror.

Click on the plane which you want to use, or choose in the tool properties palette the desired plane from the absolute axes X, -X, Y, -Y, etc…. Center of symmetry mode: lets you make a mirrored copy from a plane, offset from the object by a chosen distance. Use the space bar to choose another axis to offset your plane from.

Clone: with this option, the copy you create will be updated along with the original. If necessary, use the Shift key to snap the plane of symmetry to an existing object in the scene. Space bar: Lets you flip between available planes X,Y, Z in the case of using an offset plane.

A right click lets you go from one symmetry option to another, either symmetry by bounding box, or center of symmetry mode. Usage: Select the object to be edited. Select the tesselate tool in the Vertex Modeling tab under the free tesselation menu. Click inside one of the polygons adjacent to the edge, or on any edge.

The new edges are automatically created. The tesselation process must start and end on an edge. It cannot start in the middle of a polygon. Avoid creating crossing edges over a polygon, even if it's technically possible, it may generate degenerate surfaces. Click on another edge of your choice, and the new edge or edges will be created automatically. It is not necessary to click on all the edges through the cut, the tool will automatically cut through any edges between the two clicked places.

Make Planar now activates Vertex Mode if not already activated. Context menu can be toggled without restarting SketchUp. Removed special treatment of toolbar under Windows. Upgraded to jQuery 1. Fixes Vertices for hidden geometry is no longer displayed.

Invert Selection now working outside Vertex Mode. Select All now working outside Vertex Mode. Delete key now functions under Windows. Vertex normals are more accurate. Move tool bug where preview was not displayed. Rotate tool protractor changed plane if cursor was moved quickly after first click.

Set scrollable to false for config webdialog. Driver-optimal memory can be local video memory, nonlocal video memory, or system memory. This flag is required for software vertex processing while in mixed mode.

The flag may not be used for hardware vertex processing mode. Vertex buffers used with software vertex processing include the following:. The reasoning you use to determine the memory location - system or driver optimal - for vertex buffers is the same as that for textures.

Vertex processing, including transformation and lighting, in hardware works best when the vertex buffers are allocated in driver-optimal memory, while software vertex processing works best with vertex buffers allocated in system memory. For textures, hardware rasterization works best when textures are allocated in driver-optimal memory, while software rasterization works best with system-memory textures. This standalone vertex processing is always performed in software on the host processor.



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