![]() ![]() Base line for bar-charts and lego plots.Cylindrical, Polar, Spherical and PseudoRapidity/Phi options.The AITOFF, MERCATOR, SINUSOIDAL and PARABOLIC options.The COLor option (default for 2D and 3D histograms).Superimposing two histograms with different scales in the same pad.Setting Tick marks on the histogram axis.Setting line, fill, marker, and text attributes.Options supported for histograms' stacks (THStack).Options supported for 1D and 2D histograms.Normal Map Technical Details - overview of normal mapping techniques and differences between modelling suites.Implements all histograms' drawing's options.Same as in Verge3D, configurable to Z-up right-handed In case if you load scenes made in different modelling suites (for example, if you run Verge3D Ultimate), we use the coordinate system of the scene which is loaded first.īelow you can find the comparison table of coordinate systems used in Verge3D and other 3D engines or tools: That means, that in Puzzles you stick to the coordinate system of your modelling suite. If the scene was exported from Maya, we use Y-up coordinate system. If the scene was made in Blender or 3ds Max, we use Z-up coordinate system. In Puzzles we use coordinates depending on the loaded scene. This convention is similar to Verge3D so there is nothing to worry about, especially if you don't set World Coordinate System to Z: That's why the buffer that stores pixel depth is called Z-buffer and the issue with limited depth precision is called Z-fighting.īy default, Autodesk Maya uses right-handed coordinate system with Y axis pointing in the up direction. The screen becomes a 2D plane which uses X/Y coordinates to position flat images, while Z coordinate adds depth to the scene. On the other hand, Maya, most game engines, graphics APIs, and of course Verge3D use different approach. This convention is typical in architecture - you start modelling from the floor plan which uses X/Y coordinates and then extrude upwards (or downwards). Both Blender and 3ds Max use coordinate system which were common in early 90's. This convention is similar to Blender, so everything we said about Blender is valid for 3ds Max as well. There is one exception to this - if you're going to use JavaScript to script your apps (but not Puzzles, see below), you need to convert object coordinates from Z-up to Y-up system:Ĭompare screenshots above to see why Y becomes -Z.Īutodesk 3ds Max uses right-handed coordinate system with Z axis pointing in the up direction. Basically, you animate and move your objects in Blender, and these movements are handled by Verge3D properly. When you export you scene from Blender to glTF, we automatically convert all coordinates by swapping Y/Z axes. This convention is different from Verge3D, however in most cases you don't need to worry about it. In all these cases the internal coordinate system would be the same - Y-up.īlender uses right-handed coordinate system with Z axis pointing in the up direction. So, it does not matter which Verge3D flavor you use: for Blender, 3ds Max, or Maya. ![]() Right-handed means when you place an imaginary screw perpendicular to both X and Y and then rotate X axis to Y axis, the screw goes in the direction of Z axis. If you place the camera so X axis points right, then the Z axis will point forward (to the viewer). In Verge3D we use right-handed coordinate system with the Y axis pointing in the up direction.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |