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expgame [2023/07/20 11:49] steph.jorgensenexpgame [2023/11/07 09:31] (current) steph.jorgensen
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-======Game export options======+======Games export options======
  
 You can export to a selection of game editor formats. With game exports, the geometry is batched and optimized for real-time rendering, texture atlases are created to allow fewer draw calls, and billboard impostors are rendered for use with LOD.  You can export to a selection of game editor formats. With game exports, the geometry is batched and optimized for real-time rendering, texture atlases are created to allow fewer draw calls, and billboard impostors are rendered for use with LOD. 
  
 To export a model for games, select **File** > **Export to mesh** then choose the Games export type. To export a model for games, select **File** > **Export to mesh** then choose the Games export type.
 +
 +For command line export options, refer to [[export_from_the_command_line|Export from the command line]].
  
 =====Export type===== =====Export type=====
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 ^**Type**^**Description**^ ^**Type**^**Description**^
 |**Games**|Export a model with options optimized for games.| |**Games**|Export a model with options optimized for games.|
-|**VFX**|Export a model with options optimized for VFX. Refer to [VFX export options](vfx-export-options.md).|+|**VFX**|Export a model with options optimized for VFX. Refer to [[expstaticmesh|VFX export options]].|
  
 =====Preset===== =====Preset=====
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 The tools for editing are translate, rotate, scale uniformly, and scale non-uniformly. Once a tool is selected, simply click on a texture in the atlas and drag the mouse to perform the action. The tools for editing are translate, rotate, scale uniformly, and scale non-uniformly. Once a tool is selected, simply click on a texture in the atlas and drag the mouse to perform the action.
  
-**Note**: With manual editing, it is possible to cause overlapping textures in the map, which will not work correctly in the exported file.+>**Note**: With manual editing, it is possible to cause overlapping textures in the map, which will not work correctly in the exported file.
  
 =====Options===== =====Options=====
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 [[toolmaterialsassetsbar|Variations]] may be set up in the material. This option enables the processing of variations on export. Instead of requiring the final game engine to have shader code that does the variation, the exporter will simply make new materials and textures with the variation information baked in.  [[toolmaterialsassetsbar|Variations]] may be set up in the material. This option enables the processing of variations on export. Instead of requiring the final game engine to have shader code that does the variation, the exporter will simply make new materials and textures with the variation information baked in. 
  
-**Note**: Variations should be used sparingly on real-time SpeedTree models to avoid too much extra texture space being used. If atlassed, the variations of a material will take up multiple places in the atlas. If not, additional textures will be made.+>**Note**: Variations should be used sparingly on real-time SpeedTree models to avoid too much extra texture space being used. If atlassed, the variations of a material will take up multiple places in the atlas. If not, additional textures will be made.
  
 =====Atlas===== =====Atlas=====