Patchwork 3D Enterprise 2021.1 X5

Viewport Rendering Modes

Patchwork 3D offers eight rendering modes.

The first modes, Wireframe, Fill, UV and Lightmap, provide a view in Matter of certain Shaper elements: tessellation, Shaper colors, mapping UV coordinates, and lightmaps textures, respectively.

The Material mode displays a rendering of the Matter materials.

The Mix mode displays a mix of all of the previous modes.

The Z-buffer and the G-buffer are used to view the Patchwork 3D scene by showing the positioning of the objects relative to one another and the distinction of the elements by surface group.

These rendering modes can be accessed from the Render submenu of View in the Matter viewport. Right-click on the name of the viewport to access the contextual menu.

Viewport Rendering Modes

Z-buffer is a viewing method making it easier to understand a 3D scene by using the information relating to the depth level of the objects.

This view shows the various elements of the scene with respect to the viewpoint, in grey scale. The closest objects are shown darker than the distant objects.

Material rendering mode.

Material rendering mode.

Z-buffer rendering mode.

Z-buffer rendering mode.

G-buffer is a viewing method for quickly discerning the various elements of a 3D scene by representing them as single-color tones.

G-buffer rendering mode

G-buffer rendering mode

Note

In the G-buffer rendering mode, the color used to represent an object is the color that has been assigned to the group of surfaces of this object in Shaper.

By combining these rendering modes with the post-processing effects, you can obtain many interesting visual effects.

G-buffer rendering + "Edge detector" effect.

G-buffer rendering + "Edge detector" post-processing.