:: NWR :: Geometry
Select one or several pieces of geometry. Choose from options
Step A. Object
Type
- World : visible in engine
- Collision : non visible in engine - navmesh / collide able
- None : ignored on export
Step B. World Properties
Placement
-
Scene : playable interactable object
Scene placement means object is in the space that's playable by players. A player can for instance, walk around an object with this placement type. Think of this as standard/conventional placement of objects in a scene. There's nothing special or novel about it - it's just to distinguish from Background placement
-
Background : non interactable object
Background placement means the object always appears to be in the distance. No mater how far you walk towards this object, you'll never be able to get to it. Think of this placement type as being similar to a rainbow, or mirage, in the real world - it's always visible but you can never quite get to it. This is useful for creating things in the background that always appear to be distant, like rainbows, planets in the sky, clouds, mountains, etc
Billboarding
- None : Nothing special about this billboarding mode - object appears in scene as you would expect without any special behavior
- Vertical : Exactly like omni, except the object is limited to rotating around a vertical axis. This means if you look at the object from top down, you'll be able to see the top of it (in the omni case, it'll face you directly from a top down view), however if you walk around it at eye level, it'll rotate on the vertical axis to face you in those cases. This can be useful for things like "cheap grass", creating a plume of grass on a vertical-billboarded card geometry which creates a glass feature thats visible from angles that give it max visual impact
- Omni : This billboarding mode causes the selected object to always face the camera. No mater what angle you look at an omin billboard from, it'll be adjusted by the engine to face the player directly. This can be useful for things like dust/smoke particles, lightglows and flares, sun bursts, etc, or anything that you want to look the same regardless of the view angle. This mode is called Omni because theres no restraint on the angles or axis' that the object can be rotated on in order to face the player
Materials
-
Be sure the correct material is assigned
Ensure the material has been "rebuilt", or that a valid (already rebuilt) material is assigned to the object for lightmap gen
Step C. Baked Lighting
**Note : Available once Material is set
Use lowest resolution possible
- Low : 256 (try to use this the most)
- Medium : 512
- Large : 1024 (use sparingly)
Set *Quality
Mapping
- Make sure you setup your 2nd UV set before baking lights
CLICK *Render Lightmap
- Make sure the object you're baking is the only one with that material. To check if any other meshes share that material, go to its material properties and check if there is a number next to the material name (the "2" shown below). This means 2 objects are sharing the same material, and you have to remove it from the second object
Other Notes
- Apply transforms to models (Ctrl+A > All Transforms) so that the meshes don't maintain any weird transform data
Troubleshooting
- If you are noticing that your materials keep getting lighter with each export, you are probably referencing the same textures you’re exporting. To remedy, make sure that you export to a DIFFERENT FOLDER than your blend file and textures.
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World Builder Guide to NOWHERE
ASSET BUILDING
Concepting . Color Keys . Blockin
Low Poly Modeling Tips
NavMesh
UVs
Texturing
Setup MP4s
Exporting & Importing FBXs
NWR Plug-in
NWR Tool : START : Project
NWR Tool : Scene
NWR Tool : Entities
NWR Tool : Geometry
NWR Tool : Material
NWR Tool : Instancing
PREP FOR BABYLON ENGINE & POLISH
World Runner
Packaging FINAL Assets
BLENDER NOTES
Blender : General . Hot Keys .UI . Tips