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When outputting to FBX files, glTF shaders can now be converted to the Stingray PBR shader used in Maya. You can also specify the direction of movement as either the normal direction of the selected face only, or the average direction of the normals of all faces surrounding the vertex. The normal direction has been included in the Move command for a long time, but now there is a new option to move to the normal direction for each vertex. It can also be combined with noise reduction to get high quality rendering results in a short time. Please see details in Release note.Įnabling bokeh does not change the total amount of rendering time.
Mmd metasequoia update#
This update includes some improvements and bug fixes. If you have changed the normals, move the vertices only slightly so as not to affect the appearance of the vertices. Also, due to the limitations of either FBX or Unity (or both?), it is not possible to handle data in which only the normals are changed without moving the vertices. However, due to the limitations of FBX, it is not possible to have different normals for surfaces that share vertices, and the output will be a unified normal. When importing an FBX file with normal morph settings in Unity, please specify "Import" in the field. Normal morph can be applied if the receiving software supports it, and we have confirmed that Unity currently supports it. Normal vectors on morph objects as "Normal morph" can now also be output in the FBX file. In addition, shadows created through semi-transparent areas are now accurately rendered. Improved path tracing renderingĪlpha mode of glTF is now supported, and semi-transparency is displayed as in the preview. Metasequoia Ver 4.8.2a has been released.
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