Under Rasterization, you can select the display method for the polygons of models loaded into CreativeStudio.
This page describes rasterization settings and features.
A | Culling mode | Sets the display face using rasterization. |
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B | Enable polygon offset | Use the checkbox to enable/disable polygon offsets. |
Select from one of the following four culling modes for polygons.
Mode | Description |
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Back-face culling | Omits rendering of parts that are in back, relative to the camera. |
Front-face culling | Omits rendering of parts that are in front, relative to the camera. |
Display both faces | Displays the entire polygon. |
Note: Effective from version 1.2.0 the culling mode Do not display (cull both faces) is unavailable. (It was usable up to version 1.1.0).
Data that used this mode do not preview correctly.
For models that use bump maps for flat polygons and other planes, if rendering is being done in Front-face culling mode or Display both faces mode you will need to either export the tangents when the model is exported from the 3DGC tool or minimize the thickness of the model.
To read about the method for exporting tangent values from the 3DGC tool, see the programming manuals available in the following location:
%NW4C_ROOT%/documents/DccPlugin
Note: If tangent values are not exported or if the model thickness is insufficient the bump map may not display correctly.
Select this checkbox to enable polygon offset.
Polygon offset is used to specify an offset versus the rendered polygons z-axis.
Since the offset value changes depending on the camera setting and data to be adjusted, it is important to verify the display using camera settings (W scale, Near and Far) and Z buffer settings (Z buffer format) that may be used in an actual game.
We recommend that the display be verified on PARTNER-CTR Debugger, because the Z buffer is currently not accurately reproduced on CreativeStudio.
The numeric value entered here represents the offset value versus the z-axis.
Example:
If two polygons are placed so they almost entirely overlap, the render z-axis is nearly the same and display erratically.
A polygon offset is set to adjust for this type of situation.
Figure 1. Display is Erratic when Polygons Overlap
Enable the offset and set while adjusting the numeric value for the unit.
Figure 2. Normal Display Resulting from Adjusting the Z-Axes of the Two Polygons
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