{"id":2000,"date":"2018-01-16T05:35:28","date_gmt":"2018-01-16T05:35:28","guid":{"rendered":"https:\/\/www.migenius.com\/?p=2000"},"modified":"2018-01-16T05:35:28","modified_gmt":"2018-01-16T05:35:28","slug":"whats-new-in-realityserver-5-1-update-173","status":"publish","type":"post","link":"https:\/\/www.migenius.com\/articles\/whats-new-in-realityserver-5-1-update-173","title":{"rendered":"What\u2019s New in RealityServer 5.1 Update 173"},"content":{"rendered":"
We recently released RealityServer 5.1 build 2017.173. This is mainly an incremental and bug fix release but adds some cool features some customers have been waiting for, including multiple UV sets, materials and holes for the generate_mesh<\/em> command, updated AssImp plugin, a new Smart Batch command and render loop improvements.<\/p>\n <\/p>\n The generate_mesh<\/em> command is extremely useful when you want to programmatically create geometry in your application. For example when creating walls for a floor plan which someone has designed in your software. However what if you want to have each wall use a different material, with different texture coordinates and have holes in the wall mesh for the windows. Previously you would need to generate separate meshes for this and manually create the holes within the polygons.<\/p>\n With this update you can now have multiple UV coordinates for your meshes, simply by providing an array of coordinates instead of a single set. You can also add a material index to each polygon which allows the same mesh to have polygons with different materials. This can be much more efficient than defining separate meshes.<\/p>\n<\/div><\/div> <\/p>\nMesh Generator Improvements<\/h3>\n