Polymesh com
Author: g | 2025-04-24
What is the Polymesh wallet? The Polymesh Wallet enables you to manage your Polymesh accounts and interact with Polymesh and Polymesh decentralized apps (dApps). Currently, the Polymesh Wallet is available as a Google Chrome Categories. General Onboarding Wallets Staking Troubleshooting Polymesh Portal This section contains details about the Polymesh Portal on the Polymesh blockchain. Polymesh Blockchain Explorer This section contains details about the Polymesh
How to use WalletConnect with Polymesh – Polymesh
Node. To force materials to be resolved earlier within the recipe, create a MaterialResolve node and connect it to the recipe at the point materials should be resolved. Using Face Sets When assigning materials to assets, it is often useful to break up the asset into smaller parts based on its faces. This allows different materials to be assigned to the different parts. Creating a Face Set Face sets are just a list of faces for a particular polymesh or subdivision surface. To create a face set: 1. Create a FaceSetCreate node and connect it to the recipe at the point you want to create the face set. 2. Select the FaceSetCreate node and press Alt+E. The FaceSetCreate node becomes editable within the Parameters tab. 3. Add to the meshLocation parameter the polymesh or subdivision surface scene graph location. For more on editing a scene graph location parameter, see Manipulating a Scene Graph Location Parameter. 4. Enter the name of this face set in the faceSetName parameter. This is the name that is displayed in the Scene Graph tab below the meshLocation scene graph location. 5. Switch the Viewer tab into face set selection mode by: • selecting the polymesh or subdivision surface in the Scene Graph tab and clicking in the Viewer tab, or • Shift+middle-click and drag the FaceSetCreate node onto the icon, or • middle-click and drag the selection parameter name onto the icon. 6. Select the faces for this face set. You can: • Select individual faces or marquee select multiple faces. • Use the Shift key while selecting to toggle whether a face is included, or the Ctrl key to remove faces, or hold Ctrl+Shift to add faces. • Select Selection > X-ray Selection in the Viewer tab to toggle between only selecting the faces A render output type virtual bool isNodeTypeSupported(const std::string &nodeType) const¶Katana will call this function to determine if the renderer supports specific nodes. Currently, Katana only queries whether the ShadingNode and OutputChannelDefine are supported.Returntrue if the node type is supported, false otherwise ParametersnodeType - The node type virtual bool isPolymeshFacesetSplittingEnabled() const¶Declares if polymesh faces are split into sub-meshes where each mesh represents a single face-set.Returntrue if polymesh face-set splitting is enabled, false otherwise virtual void fillShaderInputNames(std::vector &shaderInputNames, const std::string &shaderName) const¶Populate shader input names for a given shader in a shading node. This can be used to validate the shading connections.ParametersshaderInputNames - The populated input names for a given shader. shaderName - The name of the shader which will be populated with the input names. virtual void fillShaderInputTags(std::vector &shaderInputTags, const std::string &shaderName, const std::string &inputName) const¶Populate shader input tags for a given input on a shader in a shading node. The tags describe what kind of connections are valid when connecting to this input, e.g.: shaderInputTags.push_back("float or rgb or rgba or vector or point or point2");ParametersshaderInputTags - The populated input tags for a given input on a shader. shaderName - The name of the shader which will be populated with the input tags. inputName - The input name on the shader. virtual void fillShaderOutputNames(std::vector &shaderOutputNames, const std::string &shaderName) const¶Populate shader output names for a given shader in a shading node. This can be used to validate the shading connections.ParametersshaderOutputNames - The populated output names for a given shader. shaderName - ThePolymesh Portal - Overview of Features – Polymesh
Missing textures and possible crash when exporting to VRML Fix for issue with communication between HDRLS and D3D LiveRay Fix for crash when importing an STL file from Cobalt Made saving to a folder optional for some file types Changed inStudioVR to Spaces VR in the Publish to VR dialog Fix for default Collada tiling setting when no tiling parameters are found. We now default Collada to repeat Fixes for broken UI in the Save/Export dialog in High Sierra 10.13 Fix for dark selection marquee in High Sierra 10.13. Fixes for flashing black rectangles on startup and reshape enter/exit in High Sierra Fixed Thickness handling of UVs on polygon meshes Fixed the issue with the Texture dialog Apply button not updating the LiveRay rendering in the modeling window Fix to allow the multi-pane modeling window presets to recognize the Preferences "Initial display" setting Fixed issue where Air and Gravity widgets showing through to the Desktop in Sierra and High Sierra Fix for U3D file import crash Fix for File menu grayed out issue Fix to avoid crashing when suspending renderings Fix for crash when opening model files Fix for flip faces issue when flipping a face with holes. Fixes Thickness on polymesh with holes issue Fix for crash when mesh has a UV channel but it’s empty Several fixes for crashes when drawing faces with holes but missing valid UVs Fix for properly iterating face with hole vertices in certain cases. This fixes a UV Edit selection issue Fix for. What is the Polymesh wallet? The Polymesh Wallet enables you to manage your Polymesh accounts and interact with Polymesh and Polymesh decentralized apps (dApps). Currently, the Polymesh Wallet is available as a Google Chrome Categories. General Onboarding Wallets Staking Troubleshooting Polymesh Portal This section contains details about the Polymesh Portal on the Polymesh blockchain. Polymesh Blockchain Explorer This section contains details about the PolymeshPolymeshAssociation/Polymesh: Node for Polymesh Blockchain
In OpenGL.Modeling. In our last review of Strata, we structured the article around common core workflow areas in a 3D software package (e.g., modeling, rendering, animation). Keeping to that format, we’ll briefly touch on modeling next. For version 8, Strata didn’t really offer any new modeling features, so let’s recap what modeling features it does have since our last review was so long ago. From way back, Strata had a complete set of modeling tools—tools for splines, polygons, lathing, skinning, extruding, sweeping, metaballs, and the all important Booleans. In 2011 the company added a brand new Boolean engine and subdivision surfacing modeling enhancements (for version 7). Then in 2013 the company upgraded its modeling feature set further with items like a polymesh conversion tool and range of UV mapping enhancements.While Strata’s modeling tools are substantial, there are other ways to get your model into Strata without literally modeling therein. Strata supports import and export of Autodesk’s DXF (but not DWG) as well as 3DS (import), OBJ (in/out), STL (in/out), Collada (in/out), and legacy support for MiniCAD (in), and Amapi (in/out). From an architectural (AEC world) standpoint, this is far too minimal. It really should support the extremely popular SketchUp file format, at least inbound, at a bare minimum, and it may want to consider Rhino as well.Why do we say this? Well, take a look at the rendering quality in the image below. As you can see, Strata can produce stunning results for architectural environments. But these days AEC tools The cam or axis inputs. • ID 149185 - Cloning does not work properly with all OFX nodes. This affects, but is not restricted to, any nodes that have an analysis pass. • ID 148358 - Windows run-time libraries are not packaged properly with Nuke. Nuke runs correctly from a network install on Windows without specifically installing the run-time libraries, though we still recommend that you do so as there are still some minor problems without them. • ID 148079 - In the Viewer settings, enabling 3D > show_prim_bbox does not display individual bounding boxes for polymesh primitives. • ID 147173 - CameraTracker: It’s not possible to pick colors in the Viewer with the control panel open. • ID 146773 - TimeOffset: Checking reverse input doesn’t affect cameras, lights, or axes. • ID 146598 - Multitexturing: When Preferences > Viewers > Multiframe is enabled, increasing downrez in the Viewer toolbar can cause textures to flicker in the 3D Viewer. You can switch back to Classic mode or avoid using proxy in 3D to workaround this issue. • ID 146234 - Flipbooking the output of the Anaglyph node asks which view you want to render. This question is unnecessary as the result is an anaglyph image. Irrespective of what view you choose, the flipbook output is the same. • ID 145936 - ReadGeo: Geometry occasionally doesn't display as a solid until you click in the Viewer. • ID 144337 - Copying and pasting spline keys does not work as expected in the Dope Sheet. Note: ">Note: This known issue only applies to Roto and SplineWarp keys. • ID 143292 - Manipulating 3D handles in the 2D Viewer is unreliable. • ID 142834 - The transform jack is currently scaling incorrectly from the corner pivot point. • ID 141719 - Connecting aPolymesh Blog: explore Polymesh and the industry
Detected by Katana at runtime.For example: DEFINE_SCENEGRAPH_LOCATION_DELEGATE_PLUGIN(ArnoldSphereScenegraphLocationDelegate) REGISTER_PLUGIN(ArnoldSphereScenegraphLocationDelegate, “ArnoldSphereScenegraphLocationDelegate”, 0, 1)associates the ScenegraphLocationDelegate sub-class ArnoldSphereScenegraphLocationDelegate to be responsible for processing/rendering a location type named “sphere” for the “arnold” renderer. The second parameter must a be a Katana-wide unique string. The registration gives priority to the plugins that are discovered first in the directory hierarchy.Another requirement for the sub-classes is to provide 4 additional methods e.g.: static void flush(); reset/update the state of the object static XXX* create(); creates an instance of the sub-class XXX std::string getSupportedRenderer() returns a string of the supported renderer name. If the string is empty then all renderers are supported. If there is a delegate that supports a specific renderer for a given location it is given priority over any delegate that supports all renderers. void fillSupportedLocationList(std::vector& supportedLocationList) populates a vector of strings naming all the supported locations, e.g. a “polymesh” Public Functionsvirtual ~ScenegraphLocationDelegate()¶void bootstrap(void *ptr)¶virtual void *process(FnScenegraphIterator sgIterator, void *optionalInput) = 0¶Process/renders a given location, must be implemented by sub-classes. Method responsible for processing/rendering a given location, passed as a scene graph iterator. Return is implementation depended.ParameterssgIterator: - the iterator referring to a location. Its expected value matches the iterator type used when then subclass was registered with the REGISTER_PLUGIN macro. optionalInput: - optional input, its use and value depends on the implementation. virtual std::string getSupportedRenderer() const¶virtual void fillSupportedLocationList(std::vector &supportedLocationList) const = 0¶Public Static Functionsstatic FnScenegraphLocationDelegatePluginSuite_v1 createSuite(FnLocationHandle (*create)())¶static FnPlugStatus setHost(FnPluginHost *host)¶static FnLocationHandle newLocationHandle(ScenegraphLocationDelegate *location)¶Public Static Attributesunsigned int _apiVersion¶const char *_apiName¶class Foundry::Katana::Render::TemporaryRenderAction¶#include A render action whichGet started with the Polymesh Blockchain Explorer – Polymesh
In order to allow pieces of geometry in the Hydra Viewer to be rendered without culling faces. The following four options are available to choose from: back: Cull back-facing faces of geometry. front: Cull front-facing faces of geometry. none: Don't cull any faces. inherit: Inherit the culling style from ancestor locations By default, back-facing faces of geometry in the Hydra Viewer are culled. Bug Fixes Hydra Viewer TP 351596 - Katana could crash when the Hydra Viewer processed invalid indices data. TP 359674 - Katana could crash when changing the viewport layout. TP 347830 - Manipulators were not shown in newly-created panes when changing the pane layout. TP 360123 - Manipulators were available for objects whose targeted attribute editor node was locked. TP 356248 - The Translate manipulator did not take into account user-defined pivots, as might be set by a Transform3D node. TP 356705 - Manipulating locations during a live render could cause continuous live updates (during the manipulation) to stop working for all locations. TP 356223 - The Live Render from Viewer Camera button did not reliably update a Live Render when looking through a light or implicit (non-scene) camera. TP 352389 - Changing the looked-through location from a scene graph camera to a built-in camera caused live rendering from the Viewer camera to stop working. TP 357182 - The Hydra Viewer did not support geometry.arbitrary.displayColor attributes on polymesh locations with normals defined per face vertex. TP 357876 - The Hydra Viewer did not support geometry.basis attributes on curve locations. TP 353644 - The Hydra Viewer did not support non-indexed UV values. These values can now be provided in geometry.arbitrary.st.value. As indices are not provided, UV values are matched to the vertex list in order (sequentially). This also resolves TP 344566. TP 355493 - Standard Locators (cameras and. What is the Polymesh wallet? The Polymesh Wallet enables you to manage your Polymesh accounts and interact with Polymesh and Polymesh decentralized apps (dApps). Currently, the Polymesh Wallet is available as a Google Chrome Categories. General Onboarding Wallets Staking Troubleshooting Polymesh Portal This section contains details about the Polymesh Portal on the Polymesh blockchain. Polymesh Blockchain Explorer This section contains details about the PolymeshHow to recover a Polymesh account in a Polymesh wallet extension
Cover PageAbout UVLayoutLoad/SaveDisplayHotkeysEditOptimizePackSnap/Stack/SortMove/Scale/RotateRenderPatternGroupsLayersReshapeSegmentQuick StartInterface PluginsDownload PDF Open up the Display panel to change how the loaded polymesh is displayed.Persp/Ortho Switch between Perspective and Orthographic projection.Up X/Y/Z/Free Select the "Up" axis for the loaded mesh. By default its Z-up, which is standard among CAD applications, but many popular animation programs use Y-up. So if you load your mesh and its lying on its side, try the Y-up or X-up options to get it up the right way. The Free option turns on free rotation; UVLayout won't try and keep the object upright, and so you can tumble the view beyond the normal camera lock points.Light Slider Move the slider to move the light source from right to left. Click the gray Light button to cycle between four different levels of ambient lighting, from none to full and a couple of levels in between. The default is a small amount of ambient lighting.X-Ray Slider Move the slider to the left to make the mesh more and more transparent. You can use this see, and pick, obscured edges that might be hard to access normally.View UV/Ed/3D Switch between UV edit, 3D edit and 3D textured views. Use the ? hotkey to find out what other hotkeys are available in each mode.Tint Error / 4/5 / Local / Off Switch between flattening error, 4/5 key scaling, Local scaling or no tinting of shaded polys.Scale Adjust this to make the error and scaling coloring more or less visible.Trace Click the Trace button to show an image in the background when editing UVs. Use the first slider to fade the background in and out, and the second slider to change the transparency of the flattened geometry. The loaded image will also display mapped onto the mesh in the 3D view as the second T hotkey texture cycle. Once loaded, click Trace to toggle the display of the texture on and off. To change the loaded image, move the mouse pointer to the top right of the first UV tile (i.e. U=0:V=0) and a checker icon and the name of the loaded file will appear. Click the checker icon to select a different file. To unload/delete the texture, click the red X icon. If you have a lot of UV tiles, you can quickly zoom to the first one by using the Go To tool (see below). The image loaded into the first UV tile is repeated over all other tiles. Use the checker icon on the first UV tile in each row (i.e. U=0:V=1, U=0:V=2 etc) to load an additional texture for all tiles on that row. Use the checker icon on every other UV tile to load a texture into just that tile. If youComments
Node. To force materials to be resolved earlier within the recipe, create a MaterialResolve node and connect it to the recipe at the point materials should be resolved. Using Face Sets When assigning materials to assets, it is often useful to break up the asset into smaller parts based on its faces. This allows different materials to be assigned to the different parts. Creating a Face Set Face sets are just a list of faces for a particular polymesh or subdivision surface. To create a face set: 1. Create a FaceSetCreate node and connect it to the recipe at the point you want to create the face set. 2. Select the FaceSetCreate node and press Alt+E. The FaceSetCreate node becomes editable within the Parameters tab. 3. Add to the meshLocation parameter the polymesh or subdivision surface scene graph location. For more on editing a scene graph location parameter, see Manipulating a Scene Graph Location Parameter. 4. Enter the name of this face set in the faceSetName parameter. This is the name that is displayed in the Scene Graph tab below the meshLocation scene graph location. 5. Switch the Viewer tab into face set selection mode by: • selecting the polymesh or subdivision surface in the Scene Graph tab and clicking in the Viewer tab, or • Shift+middle-click and drag the FaceSetCreate node onto the icon, or • middle-click and drag the selection parameter name onto the icon. 6. Select the faces for this face set. You can: • Select individual faces or marquee select multiple faces. • Use the Shift key while selecting to toggle whether a face is included, or the Ctrl key to remove faces, or hold Ctrl+Shift to add faces. • Select Selection > X-ray Selection in the Viewer tab to toggle between only selecting the faces
2025-04-20A render output type virtual bool isNodeTypeSupported(const std::string &nodeType) const¶Katana will call this function to determine if the renderer supports specific nodes. Currently, Katana only queries whether the ShadingNode and OutputChannelDefine are supported.Returntrue if the node type is supported, false otherwise ParametersnodeType - The node type virtual bool isPolymeshFacesetSplittingEnabled() const¶Declares if polymesh faces are split into sub-meshes where each mesh represents a single face-set.Returntrue if polymesh face-set splitting is enabled, false otherwise virtual void fillShaderInputNames(std::vector &shaderInputNames, const std::string &shaderName) const¶Populate shader input names for a given shader in a shading node. This can be used to validate the shading connections.ParametersshaderInputNames - The populated input names for a given shader. shaderName - The name of the shader which will be populated with the input names. virtual void fillShaderInputTags(std::vector &shaderInputTags, const std::string &shaderName, const std::string &inputName) const¶Populate shader input tags for a given input on a shader in a shading node. The tags describe what kind of connections are valid when connecting to this input, e.g.: shaderInputTags.push_back("float or rgb or rgba or vector or point or point2");ParametersshaderInputTags - The populated input tags for a given input on a shader. shaderName - The name of the shader which will be populated with the input tags. inputName - The input name on the shader. virtual void fillShaderOutputNames(std::vector &shaderOutputNames, const std::string &shaderName) const¶Populate shader output names for a given shader in a shading node. This can be used to validate the shading connections.ParametersshaderOutputNames - The populated output names for a given shader. shaderName - The
2025-04-13Missing textures and possible crash when exporting to VRML Fix for issue with communication between HDRLS and D3D LiveRay Fix for crash when importing an STL file from Cobalt Made saving to a folder optional for some file types Changed inStudioVR to Spaces VR in the Publish to VR dialog Fix for default Collada tiling setting when no tiling parameters are found. We now default Collada to repeat Fixes for broken UI in the Save/Export dialog in High Sierra 10.13 Fix for dark selection marquee in High Sierra 10.13. Fixes for flashing black rectangles on startup and reshape enter/exit in High Sierra Fixed Thickness handling of UVs on polygon meshes Fixed the issue with the Texture dialog Apply button not updating the LiveRay rendering in the modeling window Fix to allow the multi-pane modeling window presets to recognize the Preferences "Initial display" setting Fixed issue where Air and Gravity widgets showing through to the Desktop in Sierra and High Sierra Fix for U3D file import crash Fix for File menu grayed out issue Fix to avoid crashing when suspending renderings Fix for crash when opening model files Fix for flip faces issue when flipping a face with holes. Fixes Thickness on polymesh with holes issue Fix for crash when mesh has a UV channel but it’s empty Several fixes for crashes when drawing faces with holes but missing valid UVs Fix for properly iterating face with hole vertices in certain cases. This fixes a UV Edit selection issue Fix for
2025-04-16