Instance
Material
Vertex Color
Set Shadow Out Distance for optimization
Types
Shadow Groups: additive A (1|Max) to D (8|Low)
SunBlocker Object, prevents glitches when sun is below horizon
Bump Spec Map T1 Stamp Vertex / Stamp Normal (Treelines)
Material
Vertex Color
Set up Screen-Aligned Quads in Exporter
Check triangulation on test export before distribution
Object Scale 100% – Reset Transform
Instance
Material
Vertex Color
RefMap0 – car reflections
ReflectedEnv – wet surface reflections
Static## – non-movable CubeMap reflections
Include at least one instance in RefMap0 and ReflectedEnv
Always animate at world zero (0,0,0)
Root Bone at (0,0,0) with 0.01 weight for all vertices
Always export .anm at (0,0,0) and time index 0
Exports bones only, do not include the mesh
Select skinned mesh as Root Bone
Group skinned mesh and bones for distribution
Export ungrouped distributed meshes with Fix Bone Names
Most common
Numbers are added up in the SCN Instance
Example: VisGroups C (4) and F (32) = 36
Instance Names
Distribute as group including bones
Export ungrouped distributed meshes with Fix Bone Names
Omni
Glow object
Instance
GDB
Material
Object in 3D space where rain particles are not rendered
Instance
Diffuse reflectivity of material surface
Absolutely vital for correct HDR output
Basic simplified rule of thumb
Extensive information
Instance
Material
Object
Instance
U: Toggle shadows
G: Toggle ground tracking
S: Cycle performance information
C: Cycle anisotropic levels
O: Toggle outlines
W: Toggle wireframe front face / all
Ctrl + T: Toggle Transparency Anti-Aliasing (XPAA)
Ctrl + +: Increase Vertical FOV
Ctrl + -: Decrease Virtual FOV
Alt + W: Hide/Show Tweak Bar interface
Alt + R: Toggle Reflection Maps
Instance
Oriented in such a way that cars ‘collide’ with the polygon
Export
Optimization