Wire Tab

The Wire tab contains object settings that are related to real time drawing, both in GDI wireframe and using shaded/unshaded OpenGL. Most of these settings are common to all objects. Some object types insert additional controls to the bottom of the window; check the object specific documentation for more information.

Hide Bounding Box: Hides the bounding box edit handle of this object.

Bounding box handle drawn with a purple color
[Note] Note
Bounding box handles do not show unless their drawing is enabled from the view popup menu.

Hide Rotate Handle: Hides the object space rotate handle of this object.

[Note] Note
Rotate handles do not show unless their drawing is enabled from the view popup menu.
Rotate handle shown, other handles hidden

Hide Coordinates Handle: Hides the object space scale and translate handle of this object.

[Note] Note
This handle type does not show unless the rotate handle drawing is enabled from the view popup menu.

The Coordinates Handle

Hide Rotate Handle in Edit Mode: Hides the rotation handle of this object in point editing mode. Some objects, such as the Subdivision Surface, display so many other handles that hiding the default handle may be necessary to avoid excessive handle wireframe. With the rotation handle, as well as the Coordinates Handle described below, you can edit the selected points in object's space. The handles are positioned in the average point of the selected points. Rotate handle drawing must be enabled from the view popup menu, otherwise the handles won't be drawn.

Point editing a NURBS curve. The rotate and coordinate handles are enabled.

Hide Coordinates Handle in Edit Mode: Hides the scale/translate handle of this object in point editing mode. You can edit the selected points in the object space with this handle. Rotate handle drawing must be enabled from the view popup menu, otherwise the view window will not draw the handles.

Hide Geometry: Makes the actual object geometry (surface, curve, etc.) invisible in real time drawing. Handles and possible sub objects will be drawn normally.

No Shading: Forces wireframe drawing also in shaded OpenGL drawing.

Vertex Colors: If set, colors from materials are evaluated per mesh vertex. This overrules Texture Quality setting - no texture bitmaps are used. This is sometimes the most suitable and quickest way to roughly show the surface colors.

Draw Bounding Box Only: Hides the actual surface and shows only the bounding box of the object. Sometimes it is enough to see only the objects under editing using accurate geometric representation. Other objects can be drawn using simple reference boxes. Using a bounding box instead of accurate wireframe or shaded surface naturally speeds up model drawing and reduces visual complexity of a detailed scene, thus making editing the scene easier.

Draw when Selected: If set, object wireframe becomes visible only when the object is selected directly (not as a part of selected parent level). This is useful for example for material mapping objects, whose wireframe does not clutter the scene, but which become visible when it is time to adjust the size or proportions of the mapping.

Evaluate with Normal: When set, shader conversion to OpenGL textures computes surface normal. This gives more accurate result when shaders (or material maps such as the roll mapping) depend on the normal.

Show Name: If set, the object name is displayed on view windows.

Draw Only Profile: If set, only wireframe of sharp edges and object boundary is drawn. The option works best with dense wireframes.

Visibility: Selective visibility in shaded/unshaded drawing. For example, the standard shaded mesh along the object's surface can be used for OpenGL drawing and another simplified 'symbolic' wireframe for GDI drawing.

Curve quality: The density of wireframe curve subdivision. Higher values display curves more accurately, but increased density makes drawing slower.

Two identical spheres. The sphere on the right is drawn using high curve quality.

Wire density: The density of wireframe mesh i.e. the density of wireframe curves drawn on surfaces. This setting has no effect on 1D curves.

Two identical spheres. The sphere on the right is drawn using high wire density.

Shaded quality: The surface drawing quality in shaded OpenGL. Increasing the value makes surface tessellation to polygons denser, so that the surface appears smoother.

Two identical spheres. The sphere on the right is drawn using high shaded quality.

Texture quality: The quality of material evaluation for shaded OpenGL. The material system of Realsoft 3D supports blending of multiple (mathematically defined or image mapped) materials. The OpenGL drawing system can evaluate the result as a single texture map that colors the surface. The values of this control describe the pixel resolution of the result texture. Evaluation of complex 'final rendering' oriented shaders can be time consuming, so be careful when applying high quality values. Note: 'direct' textures assigned in the 'Col' tab can be drawn very quickly and therefore such textures are drawn in the original resolution (regardless of the texture quality setting in the wire tab).

Two cups with a procedural wood material. The left one has a texture quality 32, the right one 256.

Forced visibility: When using shaded OpenGL drawing, it is often important to see certain items even when they are behind surfaces. For example, object editing handles are always somewhat visible through obscuring surfaces. Sometimes complete objects must be seen as well: a skeleton is placed inside a character object. Its visibility is important when editing the character pose. A suitable forced visibility value makes the skeleton always visible.

A skeleton forced to show through the flesh