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When this attribute is checked and the attached object is a polygon mesh, any color sets it contains that defines per-vertex color will be exported to rendering. Each color set will be exported as a color array bearing the same name as the color set. Additionally, a float array is also exported; its name consists of the color set name with ‘ alpha’ appended to it. It contains ‘0’s for vertices where the color set is not defined, and ‘1’s were it is defined. This attribute is off by default. See Section 5.4.3 [Exporting Per-Vertex Attributes on Polygon Meshes], page 131 for an example on how to use this.
Poly As Subd
When this attribute is checked, 3Delight for Maya will consider this polygonal geometry as being a smooth subdivision surface. If this attribute is off, the polygon mesh will be considered as just that, a polygon mesh. This attribute is ignored when the attached object is not a polygonal geometry, and it is off by default.
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Smooth UVs
High quality rendering of textured subdivision surfaces cannot be accomplished without properly interpolated texture coordinates. This control enables precisely that. Possible values are summarized in the table below.
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Value | Description |
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No | No smoothing is performed. This will not lead to high quality results but has the advantage of not stretching texture coordinates over face boundaries. |
Partial | Will ask 3Delight to perform some work to minimize UV distortion on the surface. Seams are left untouched. This is the default. |
Full | Will use more advanced algorithms to minimize distortion of UV coordinates at texture seams. This will usually yield better results but might cause some textures to look misplaced. It is best to try it to see what it does. note: This also controls the interpolation of vertex colors and other quan- tities that are attached to geometry’s vertices. |
Export Hard Edges (for Poly as Subd)
If the attached object is made of polygonal geometry that contains hard edges, setting this attribute to on will export the hard edges. The effect of this at- tribute is similar to the "Keep Hard Edges" attribute of a "Maya Subdiv Proxy" node. This attribute is ignored if the "Poly As Subd" attribute is turned off (it is off by default).
Export Creases (for Poly As Subd)
If the attached object is made of polygonal geometry and is connected to a sub- division proxy containing creases, turning this attribute on will export creases (creases on edges and vertices are exported). This attribute is ignored if the "Poly As Subd" is turned off (it is off by default).
Interpolate Boundary
When this attribute is on, boundary edges and vertices are infinitely sharp. This attribute is on by default.
Wireframe
The Wireframe attributes can be used to generate a wireframe on polygon mesh objects. The edge detection feature of a display can be used to render unshaded wireframes instead; see [Edge Detection], page 74 for details.
Output Wireframe
When this attribute is on, curve primitives that follow the polygon edges are output along with the mesh. These new primitives are shaded like the polygon mesh. This attribute is off by default.
Raster Space Wireframe
This attribute determines how the "Wireframe Width" attribute is interpreted. When "Raster Space Wireframe" is on, the width is expressed in pixels. When it is off, the width is expressed in object space. In other words, turning on this attribute means that the wireframe width will remain constant even when the object or the camera is moving. This attribute is on by default.
Wireframe Width
This attribute defines the width or the wireframe. Its value is interpreted in pixels or in object space units depending on what the "Raster Space Wireframe" attribute is set to. This attribute is set to ‘1.0’ by default.