Hi guys, in this post, we're discussing the structure of performance, material, and Free.
Performance
It uses threads to derive the screen resolution and applies the formula (resolution) x 2 = threads.
ā It exclusively uses GPU threads.
If you don't like the default settings, you can personalize yours, but we don't recommend it.Material
It's a comprehensive library with a dataset, OCS, references, and light.
Data Set where all files are stored.
OCS refers to the Objects Colors Set. It pertains to those who manage the map (texture). You have two options: 1. Select from the API, or 2. Create your own. For a quicker process, we recommend option 1 for modification files and option 0 if not.Reference
Where all the tags are stored, and if needed, it directly calls the Data Set for execution. Here are all the tags:
S(file name) indicates the shape.
M(file name or API library) denotes the map.
D(-100+100) represents the vergence.
R(0-100) refers to the reflection.
E(0-100) indicates the emissions.
Quick explanation:
0-1 signifies False and True. In setting A, the first part refers to transparency, and the second part is translucency. D from -100 to -1 is left š, and from +1 to 100 is right š.
ā All tags and settings must be in order; otherwise, a syntax error will occur.
Thanks for reading! If you want full-on nerd š¤, click hereš.
Top comments (1)
Want more ideas Subscribe.