Using IFW2_Displays

Counters and Dot Matrix Textures
The first important thing to understand about the Counter and Dot Matrix shaders is that the scaling of the length take into account 96 characters the maximum number of characters that can be displayed. This means that if the scaling for the length is 10m then each character will be approximately 0.1 meters wide (10m divided by 96). Now, if you require four characters to be 2m wide in total then each character must be 0.5m wide. So, multiple the individual character width up by 96 to give a length scaling of 48m. To illustrate this there are three examples below applying a counter in the X, Y and Z axis of a 3m cube.

Apply a Counter in the Z axis
Add IFW2_Display and make the scaling 48m, 1m, 48m for X,Y and Z as we are going to make the characters 1m tall and 0.5m wide. Set the center to 0m, 0m, 0m for X, Y and Z. Now if you render this you will notice that the bottom left hand corner of the display is on the hook for the object. To set the characters to the middle of the cube make the center -1m, -0.5m, 0m for X, Y and Z. This basically moves the display down so that the characters center line is in line with the hook. Also, as we want to move two character back to get the hook in the center of the character string each and character is 0.5m wide we simply move the display 1m back. To rotate the display simply adjust the banking or Z rotation.

Apply a Counter in the Y axis
In order to apply the display in the Y axis simply select the Y axis and make the scaling 48m, 48m, 1m for X,Y and Z. The center also has to change. In this instance make the center -1m, 0m, -0.5m for X, Y and Z. To rotate the display simply adjust the heading or Y rotation.

Apply a Counter in the X axis
In order to apply the display in the X axis simply select the X axis and make the scaling 48m, 1m, 48m for X, Y and Z. The center also has to change. In this instance make the center 0m, -0.5m, -1m for X, Y and Z. You may notice that the display can back to front. This is simply fixed by spinning it 180 degrees, in this case around the Y axis, or heading. However, with the counter the right way round the alignment is wrong but all you need to do is move the display in the opposite direction so make the Z center 1m, rather than -1m. To rotate the display simply adjust the pitch or Z rotation.

UV LED Texture
The important thing to understand about the UV LED texture is to make the scaling along the axis of application very big. For example, if you are applying it to the Z axis make the Z scaling 9999km. This is because the texture uses a bound box and if the side of application doesn't bisect the object you will not see a single LED. To illustrate this there are three examples below applying UV LEDs the X, Y and Z axis of a 3m cube.

Apply UV LEDs in the Z axis
Add IFW2_Display and select the UV LEDs. Make the number of LEDs six and set the center to 0m, 0m, 0m for X, Y and Z. As discussed above make the Z scaling 9.999Km. Make the X scaling 0.2m so that the LEDs are 0.2mm across. In order to make the LEDs round take the wide of them, 0.2m, and multiply by the number of LEDs. In this case there are six so make the Y scaling 1.2m. To rotate the LEDs simply adjust the banking or Z rotation.

Apply UV LEDs in the Y axis
In order to apply the LEDs in the Y axis simply select the Y axis and make the scaling 1m, 9.999km, 0.2m for X,Y and Z. To rotate the LEDs simply adjust the heading or Y rotation.

Apply UV LEDs in the X axis
In order to apply the LEDs in the X axis simply select the X axis and make the scaling 9.999km, 1.2m 0.2m for X,Y and Z. To rotate the LEDs simply adjust the pitch or X rotation.


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