Polymesh com
Author: o | 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 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 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 - TheComments
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
2025-04-16A 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
2025-04-19Missing 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
2025-03-28