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Tips and Limitations
This section provides you with tips and information on limitations.
• While the majority of Colorway’s render time is currently spent on rendering the tagged lights in your scene, tagging every surface also increases render time. As a result, it is important to only tag the material groups and lights you definitely need control over once in Colorway.
• All bump, displacement, diffuse amount and spec/reflection amount information is baked in on export. This allows you to do all of your color setup directly inside Colorway.
• Enabling the Enable Reflection/Refraction Changes option renders extra information in order to allow color/texture changes to appear in reflections/refractions in your scene. Turning this off can slightly increase render time if that interaction is not required.
• The Transparent Objects are Double-Sided option allows Colorway to correctly compute color/texture changes through glass in your scene. If your glass surfaces are double-sided (that is, they have correct, physical thickness) leave this enabled. If your glass surfaces consist of a single polygon, turn it off to see the correct result inside of Colorway.
• It’s always a good idea to render a small version of your scene first, in order to ensure the project appears as expected inside Colorway.
• Shadow catchers are now correctly supported. If you configure the shader alpha type to Shadow Catcher, the Colorway Kit generates a proper alpha texture based on this.
• Currently, Modo’s procedural/gradient textures and assembly presets are not supported in Colorway, and are not automatically baked out to disk on export.
• Colorway currently supports color changes on metallic/transparent materials. You can tag these inside of the kit, but you may not get the expected result in Colorway.
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