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		<title>Soporte 3DSMax - Historial de revisiones</title>
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		<updated>2026-05-14T16:57:22Z</updated>
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	<entry>
		<id>https://es.wiki.ryzom.com/w/index.php?title=Soporte_3DSMax&amp;diff=784&amp;oldid=prev</id>
		<title>Zorroargh en 11:19 10 sep 2018</title>
		<link rel="alternate" type="text/html" href="https://es.wiki.ryzom.com/w/index.php?title=Soporte_3DSMax&amp;diff=784&amp;oldid=prev"/>
				<updated>2018-09-10T11:19:08Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;col class='diff-content' /&gt;
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				&lt;tr style='vertical-align: top;' lang='es'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Revisión anterior&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revisión del 11:19 10 sep 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l288&quot; &gt;Línea 288:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 288:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160; * Tamaño de atenuación escalable&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160; * Tamaño de atenuación escalable&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160; * Proyección rectangular.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160; * Proyección rectangular.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{In_Category|3D}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Portal|Forge}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Portal|Forge}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Tutorials]] [[Category: Graphic]] [[Category:3D]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Tutorials]] [[Category: Graphic]] [[Category:3D]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Zorroargh</name></author>	</entry>

	<entry>
		<id>https://es.wiki.ryzom.com/w/index.php?title=Soporte_3DSMax&amp;diff=740&amp;oldid=prev</id>
		<title>Zorroargh: Página creada con «{{Trad |DE= |EN=3DSMax_supports |ES=Soporte 3DSMax |FR= |RU= }}  = PLUGINS DE NEL=  ===Descargar los plugins de NeL ===  Puedes encontra todos los archivos necesarios para...»</title>
		<link rel="alternate" type="text/html" href="https://es.wiki.ryzom.com/w/index.php?title=Soporte_3DSMax&amp;diff=740&amp;oldid=prev"/>
				<updated>2018-08-16T11:33:01Z</updated>
		
		<summary type="html">&lt;p&gt;Página creada con «{{Trad |DE= |EN=3DSMax_supports |ES=Soporte 3DSMax |FR= |RU= }}  = PLUGINS DE NEL=  ===Descargar los plugins de NeL ===  Puedes encontra todos los archivos necesarios para...»&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Página nueva&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Trad&lt;br /&gt;
|DE=&lt;br /&gt;
|EN=3DSMax_supports&lt;br /&gt;
|ES=Soporte 3DSMax&lt;br /&gt;
|FR=&lt;br /&gt;
|RU=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= PLUGINS DE NEL=&lt;br /&gt;
&lt;br /&gt;
===Descargar los plugins de NeL ===&lt;br /&gt;
&lt;br /&gt;
Puedes encontra todos los archivos necesarios para Windows aquí: https://ryzomcore.atlassian.net/wiki/display/RC/Downloads+for+Windows&lt;br /&gt;
&lt;br /&gt;
===Instalar los Plugins de NeL para 3DS Max===&lt;br /&gt;
&lt;br /&gt;
* Simplemente descarga los archivos que necesitas para tu versión de 3DS Max (solo soporta x32 de momento y hasta el 2012) y copia su contenido:&lt;br /&gt;
[[file:rar_content.PNG|500px|thumb|left|rar content]]&lt;br /&gt;
&amp;lt;div style='clear:both;'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*  a tu directorio raíz 3DS Max.&lt;br /&gt;
By default the root directory is: C:\Program Files (x86)\Autodesk\3ds Max (version number)&lt;br /&gt;
&lt;br /&gt;
===Exporta tu modelo===&lt;br /&gt;
&lt;br /&gt;
* Cuando tu modelo esté listo para ser exportado usando NeL para el juego: Sólo cambia al panel *Utilities* , selecciona *More...* y en la nueva ventana que aparezca, selecciona *NeL Export* y *OK*.&lt;br /&gt;
[[file:NeL_Export.JPEG|500px|thumb|left|NeL_Export.JPEG]]&lt;br /&gt;
&amp;lt;div style='clear:both;'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Un nuevo panel aparecera a la derecha con los '''Parametros''' de los Plugins de Nel. Asegurate de que has seleccionado tu modelo y haz click en '''Export model''' o exporta tu modelo en formato .shape.&lt;br /&gt;
[[file:NeL_Export_Model.JPEG|500px|thumb|left|NeL_Export_Model.JPEG]]&lt;br /&gt;
&amp;lt;div style='clear:both;'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Exportar un esqueleto===&lt;br /&gt;
&lt;br /&gt;
* Tienes que seleccionar el nodo raíz de tu esqueleto y clicka en *Export skeleton* en el panel de los plugins de NeL.&lt;br /&gt;
&lt;br /&gt;
===Exportar una animación===&lt;br /&gt;
&lt;br /&gt;
* Tienes que seleccionar el nodo raíz de tu esqueleto y clickar en *Export model animations* en el panel de los plugins de NeL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=SOPORTE 3DSMAX=&lt;br /&gt;
&lt;br /&gt;
==Material de soporte==&lt;br /&gt;
&lt;br /&gt;
===Cómo usar los lightmaps===&lt;br /&gt;
&lt;br /&gt;
*Usa material NeL .&lt;br /&gt;
* Comprueba la caja &amp;quot;lightmap&amp;quot;.&lt;br /&gt;
* Tu material DEBE tener una textura.&lt;br /&gt;
* El objeto debe estar mapeado.&lt;br /&gt;
* Puedes mapear tu objeto dos veces usand el segundo canal de mapeo para el lightmap. (Usar CopyMap)&lt;br /&gt;
&lt;br /&gt;
'''PUEDES:'''&lt;br /&gt;
* Lightmap se puede usar con vertex color&lt;br /&gt;
* Lightmap puede usarse con alpha test&lt;br /&gt;
* El material color difuso se utiliza.&lt;br /&gt;
* El material ambiente color se usa.&lt;br /&gt;
&lt;br /&gt;
'''NO PUEDES:'''&lt;br /&gt;
&lt;br /&gt;
* Lightmap no puede usarse con alpha vertex&lt;br /&gt;
* Lightmap no se puede usar con multitextura&lt;br /&gt;
* Lightmap no se puede usar con mapa especular&lt;br /&gt;
* El material color especular no se usa&lt;br /&gt;
* El material opacidad no se usa&lt;br /&gt;
* El material no se puede usar con los parametros extendidos de transparencia extendida (filtro o aditivo)&lt;br /&gt;
&lt;br /&gt;
===Como usar ''color vertex''===&lt;br /&gt;
&lt;br /&gt;
* Mirar la muestra ''color vertex.max''&lt;br /&gt;
* Usa un material NeL.&lt;br /&gt;
* Comprueba la caja ''color vertex''.&lt;br /&gt;
* Puedes editar to color '''vertex''' con '''vertex paint''' o '''edit mesh'''.&lt;br /&gt;
&lt;br /&gt;
===Como usar  ''alpha vertex''===&lt;br /&gt;
&lt;br /&gt;
* Mirar la muestra ''alpha vertex.max''&lt;br /&gt;
* Usa un material NeL.&lt;br /&gt;
* Comprueba la caja ''alpha vertex''.&lt;br /&gt;
* Elige el canal para usar como alpha. Puedes editar to color '''vertex''' con '''vertex paint''' o '''edit mesh'''.&lt;br /&gt;
* Después pégalo con &amp;quot;CopyMap&amp;quot; en el canal seleccionado para alpha vertex.&lt;br /&gt;
* La fuente de la copia debe ser 0, el destino el canal que has escogodio en el material NeL&lt;br /&gt;
&lt;br /&gt;
===Como usar multitextura===&lt;br /&gt;
&lt;br /&gt;
===Como usar textura especular===&lt;br /&gt;
&lt;br /&gt;
Mira la muestra &amp;quot;specular.max&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Como manejar multiples texturas para un unico material===&lt;br /&gt;
&lt;br /&gt;
When selecting a map, you can choose bitmap as a map type, but you can also select Nel Multi Bitmap.&lt;br /&gt;
With a NeL multi bitmap, you can have 4 sets of maps for a single material.&lt;br /&gt;
The 'bitmap' slot of the map isn't used anymore, it is just useful to select the currently displayed map.&lt;br /&gt;
The 4 slots are in the 'Aditionnals bitmap' rollout.&lt;br /&gt;
If the file name is left blank, that means that there's no map assigned for that slot.&lt;br /&gt;
The 'Get' button allows you to choose the bitmap, and a 'View' button allows to display it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can convert all maps in an object to 'Nel Multi Bitmap' maps by using macro script called 'ConvertMaxBitmapToNelBitmapMacroScript'&lt;br /&gt;
It operates on the selection, and can convert materials that are either StdMat, NelMaterial, or MultiMaterial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you start using Nel MultiBitmaps, you can toggle which bitmap is displayed in the viewport by using the macro scripts&lt;br /&gt;
called SelectNelBitmapSet1..4. Sometimes you may need to refresh the display to get it work..&lt;br /&gt;
If a slot hasn't been defined, the first slot is taken as a default.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note : you can also change the displayed set of texture in the object viewer, in the 'View' menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to use Per-Pixel-Lighting ?===&lt;br /&gt;
&lt;br /&gt;
Per pixel lighting i available on GeForce 3 (and above) only for now. On other boards, gouraud shading is used instead. It is based on the blinn model.&lt;br /&gt;
No bump is applied. Only the nearest light is rendered using p.p.l. Others are rendered using gouraud shading.&lt;br /&gt;
(to keep single pass rendering). For now, only per instance attenuation is done.&lt;br /&gt;
&lt;br /&gt;
'''REQUIRED:''' You model must have one, and only one stage of texture used (but is can use several textures) &lt;br /&gt;
A continous mapping is needed to applied per pixel lighting techniques.&lt;br /&gt;
&lt;br /&gt;
'''YOU CAN'T:'''&lt;br /&gt;
- You can't use a mesh vertex program when this shader is used. &lt;br /&gt;
- You can't mix shader that use a vertex program in a single model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''HOW-TO'''&lt;br /&gt;
- Create a NeL Material&lt;br /&gt;
- Select the per pixel lighting shader (with or without specular)&lt;br /&gt;
- Apply it to your model. &lt;br /&gt;
- Apply a mapping and a texture to your model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==NeL water material==&lt;br /&gt;
&lt;br /&gt;
===How to create nel water in Max===&lt;br /&gt;
&lt;br /&gt;
NeL support a form of water that can be edited in 3DS Max.&lt;br /&gt;
&lt;br /&gt;
- Create a convex polygon (with z = 0 in object space) for each area of water&lt;br /&gt;
- Apply a NeL material to this shape&lt;br /&gt;
- Select water material&lt;br /&gt;
&lt;br /&gt;
For now, full water display is only supported on GeForce 3 (though, it will run with older cards, but will look a lot less nice :( )&lt;br /&gt;
&lt;br /&gt;
The following max map are used to create the water (their name may be misleading, but not all the water maps have an equivalent in max)&lt;br /&gt;
&lt;br /&gt;
- Texture 1 : an environment map that is reflected by water. Basically, &lt;br /&gt;
  it is obtained by rendering the top hemisphere of the skydome.&lt;br /&gt;
- Texture 2 : May be used to set an alternate texture for the env map. &lt;br /&gt;
- Texture 3 : the same than Texture 1, but for underwater&lt;br /&gt;
- Texture 4 : the same than Texture 2, but for underwater&lt;br /&gt;
- Texture 5 : here, you select a heightmap that is used to deform the envmap of the water. (the bumpmap is build from the heightmap)&lt;br /&gt;
- Texture 6 : The same as the Texture 5, but it is used to deform the previous bumpmap (water animation)&lt;br /&gt;
- Texture 7 : its alpha and colors are used to modulate the final color and alpha of the water&lt;br /&gt;
  It is then possible to blend between these 2 map for night / day transition (with the night / day dialog in the object viewer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Texture coordinates apply only to the diffuse map. This texture may have any orientation provided this orientation is the same over the whole polygon&lt;br /&gt;
&lt;br /&gt;
For the bump map, you can't specify orientation but only speed and scale (in the NeL material)&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' vertices between various water area should be EXACTLY welded, otherwise (big..) holes may result during the rendering.&lt;br /&gt;
&lt;br /&gt;
==Skinning support==&lt;br /&gt;
&lt;br /&gt;
* &amp;gt;&amp;gt;&amp;gt; The skin must be attached to the root node of the scene.&lt;br /&gt;
* &amp;gt;&amp;gt;&amp;gt; The root bone of the skeleton must be attached to the root node of the scene.&lt;br /&gt;
* &amp;gt;&amp;gt;&amp;gt; Bones must not have the same name than another node in 3dsmax.&lt;br /&gt;
* Support for 4 matrices by vertices max.&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; No support for standard Skin plugin&lt;br /&gt;
&lt;br /&gt;
* Skeletons supported:&lt;br /&gt;
&lt;br /&gt;
 * Bones&lt;br /&gt;
 * Objects (like boxes)&lt;br /&gt;
 * Biped&lt;br /&gt;
 * Try other objects !&lt;br /&gt;
&lt;br /&gt;
==Animation support==&lt;br /&gt;
&lt;br /&gt;
Only those values are animated in the NeL engine:&lt;br /&gt;
&lt;br /&gt;
 '''INODE:'''&lt;br /&gt;
&lt;br /&gt;
 * Position&lt;br /&gt;
 * Rotation&lt;br /&gt;
 * Scale (in local basis only)&lt;br /&gt;
&lt;br /&gt;
 '''MATERIAL:'''&lt;br /&gt;
&lt;br /&gt;
 * Ambiant color&lt;br /&gt;
 * Diffuse color&lt;br /&gt;
 * Specular color&lt;br /&gt;
 * Self illumination color (not with the factor but with the color)&lt;br /&gt;
 * Opacity&lt;br /&gt;
&lt;br /&gt;
* Animated scale is supported, but only when it is done in the ''''LOCAL BASIS OF THE MODEL'''.===&lt;br /&gt;
&lt;br /&gt;
Only those controlers are fully supported:&lt;br /&gt;
&lt;br /&gt;
 * Linear float &lt;br /&gt;
 * Linear point3&lt;br /&gt;
 * Linear rotation&lt;br /&gt;
 * Linear scale&lt;br /&gt;
 * Bezier float&lt;br /&gt;
 * Bezier position&lt;br /&gt;
 * Bezier rotation&lt;br /&gt;
 * Bezier point3&lt;br /&gt;
 * Bezier scale&lt;br /&gt;
 * TCB float&lt;br /&gt;
 * TCB position&lt;br /&gt;
 * TCB rotation&lt;br /&gt;
 * TCB point3&lt;br /&gt;
 * TCB scale&lt;br /&gt;
&lt;br /&gt;
'Watch out:' the Bezier color controler is not supported! Use a point3 interpolation instead.&lt;br /&gt;
&lt;br /&gt;
* Biped controlers are oversampled at export. They are compressed by a post process in build_gamedata&lt;br /&gt;
&lt;br /&gt;
* All the bezier tang mode are supported:&lt;br /&gt;
&lt;br /&gt;
 * Smooth&lt;br /&gt;
 * Linear&lt;br /&gt;
 * Step&lt;br /&gt;
 * Fast&lt;br /&gt;
 * Slow&lt;br /&gt;
 * User&lt;br /&gt;
&lt;br /&gt;
* The bezier &amp;quot;Constant Velocity&amp;quot; option is *not* supported.&lt;br /&gt;
&lt;br /&gt;
* The loop modes supported in Bezier, TCB and linear are:&lt;br /&gt;
&lt;br /&gt;
 * Constant&lt;br /&gt;
 * Cycle&lt;br /&gt;
 * Loop&lt;br /&gt;
&lt;br /&gt;
This loop mode must be the same before and after the range. (Same mode for IN and OUT).&lt;br /&gt;
&lt;br /&gt;
==Light support==&lt;br /&gt;
&lt;br /&gt;
* Export those kind of lights:&lt;br /&gt;
&lt;br /&gt;
 * Global ambiant light&lt;br /&gt;
 * Omni&lt;br /&gt;
 * Spot (free or target)&lt;br /&gt;
 * Direct (free or target)&lt;br /&gt;
&lt;br /&gt;
* Export those values from the light:&lt;br /&gt;
&lt;br /&gt;
 * Color&lt;br /&gt;
 * Use diffuse&lt;br /&gt;
 * Use specular&lt;br /&gt;
 * Ambiant only&lt;br /&gt;
 * Multiplier (pseudo)&lt;br /&gt;
 * Spot Hotspot (pseudo) (directionnal hotspot is not used)&lt;br /&gt;
 * Spot Fallof (pseudo) (directionnal fallof is not used)&lt;br /&gt;
 * Far attenuation begin (if the begin attenuation is not 0.f, the far attenuation will be very bad)&lt;br /&gt;
 * Far attenuation end (pseudo)&lt;br /&gt;
&lt;br /&gt;
* Support of lights&lt;br /&gt;
 * Omni and spot light only&lt;br /&gt;
 * Attenuation far&lt;br /&gt;
 * Exclude mesh from light&lt;br /&gt;
 * Cast Shadow on light and cast/receive in object properties&lt;br /&gt;
 * Spot texture projector&lt;br /&gt;
 * Ambient only&lt;br /&gt;
 * Multiply factor&lt;br /&gt;
 * Double sided&lt;br /&gt;
 * Opacity in texture&lt;br /&gt;
 * Stained glass in texture through NeL material&lt;br /&gt;
&lt;br /&gt;
* Additionnal features&lt;br /&gt;
 * Vertex color&lt;br /&gt;
 * Auto Animated light groups (Color channel with a Point3 controller)&lt;br /&gt;
 * Lumel size defined&lt;br /&gt;
 * Oversampling&lt;br /&gt;
 * Multiple lightmap animatable for one mesh (up to 8)&lt;br /&gt;
 * Colored lightmap intensity variation&lt;br /&gt;
&lt;br /&gt;
* Opciones de luz '''no''' soportadas:&lt;br /&gt;
 * Luz direccional&lt;br /&gt;
 * Atenuación&lt;br /&gt;
 * Tamaño de atenuación escalable&lt;br /&gt;
 * Proyección rectangular.&lt;br /&gt;
{{In_Category|3D}}&lt;br /&gt;
{{Portal|Forge}}&lt;br /&gt;
[[Category:Tutorials]] [[Category: Graphic]] [[Category:3D]]&lt;/div&gt;</summary>
		<author><name>Zorroargh</name></author>	</entry>

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