
- #Deleting seams in cheetah3d generator#
- #Deleting seams in cheetah3d update#
- #Deleting seams in cheetah3d Offline#
Added optional preserveScalingSign to addChild and setParent to keep scaling sign ( cedricguillemet). Added targetHost to query and set targeted mesh with ArcRotateCamera ( cedricguillemet). Added observable for PointerDragBehavior enable state ( cedricguillemet). Added check for duplicates in ShadowGenerator.addShadowCaster ( ivankoleda). Added support for cannon-es to the cannonJSPlugin. Added support for clip planes to the edge renderer ( #10053) ( Popov72). Added new helper functions for Quaternion.FromLookDirection and Matrix.LookDirection ( Alex-MSFT).
Improved collision detection performance ( ottoville). Added a helper class to display the frustum of a directional light ( Popov72). Modified InputManager to use DeviceSourceManager ( PolygonalSun). Added onLoadObservable to the TextureDome class(es) ( RaananW). Added encapsulate and encapsulateBoundingInfo methods to BoundingInfo. Moved sharedUI component to shared UI folder. Added sleepBody support for ammojs ( CedricGuillemet. Added color/instance color differenciation in shaders for thin instances ( CedricGuillemet). Added collisionRetr圜ount to improved collision detection ( CedricGuillemet).
Moving button to shared uI folder.( msDestiny14). Added ability to enable/disable ArcRotateCamera zoom on multiTouch event ( NicolasBuecher). Added support for infinite perspective cameras ( Deltakosh). Added optional smoothed normals for extruded procedural polygons. Added ability to view images (ktx2, png, jpg) to the sandbox. Added static CenterToRef for vectors 2/3/4 ( aWeirdo). Added zoomToMouseLocation on ArcRotateCamera ( lovettchris). Added getControlsByType to AdvancedDynamicTexture ( BlakeOne). Added getTextureByName to Scene ( BlakeOne). Add Geodesic and Goldberg Polyhedra ( JohnK). Added Performance Profiler to allow tracking of Performance metrics ( carolhmj). Added MaterialPluginManager ( brunobg, Popov72). Added vertex animation textures with BakedVertexAnimationManager ( brunobg, Popov72, raggar). eOrderIndependentTransparency = true now makes transparent meshes shade correctly when stacked onto each other. Added support for Order Independent Transparency on simple scenes. Added GUI Editor to easily build GUI controls ( msDestiny14) ( darraghjburke). Add support for up to 6 uv sets in the standard, PBR and node materials ( Popov72). #Deleting seams in cheetah3d generator#
Improved performance when using the shadow / cascacaded shadow generator ( Popov72).Added support for ConditionalBlock for NodeMaterial ( Deltakosh).
#Deleting seams in cheetah3d update#
Added Animation Curve Editor to allow easy animation creation and update ( Deltakosh).Infinite Morph Targets: When supported (WebGL2+) you are no more limited to 4 morph targets per mesh ( Deltakosh).
#Deleting seams in cheetah3d Offline#
I will be offline shortly (it is late in the UK) but can pick up any questions tomorrow. the centre roof shade needs a bit more with a light brush on low opacity to get it to blend, but this should get you on the right path I have done a quick and dirty example below - which still needs some work, to blend fully - e.g. You can use the healing brush onto a new layer to get rid of the old bars. The white centre can be copied from one of the others and simply stretched to fit the bigger gap.įor the roofbars - copy them onto new layers by selecting each - then transform them to fit the correct perspective. By using vanishing point the cloning will stay in perspective. The tools that will be your friends in this are layers, the vanishing point filter and the clone stamp tool.įor the floor area use the vanishing point filter and clone within the filter to address the centre diagonals and the fall off of the shadows. two vanishing points) this shows on the floor and especially on the roof bars.Ī centre floor area with diagonals that crashĪ centre area that needs cleaning up as it seems to show a third perspective. In your image - which is putting a mirror image together, you have :