

More info See in Glossary which allows static objects in our scene to emit light. ‘Emission’ is a property of the Standard Shader A program that runs on the GPU. See in Glossary, similar soft lighting effects in realtime are still possible using emissive materials. Unity has two global illumination systems that combine direct and indirect lighting: Baked Global Illumination and Enlighten Realtime Global Illumination. Whilst area lights are not supported by Realtime Global Illumination A group of techniques that model both direct and indirect lighting to provide realistic lighting results. More info See in Glossary and associated properties such as color and intensity can be changed during gameplay. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. They contribute to bounced light in your scene A Scene contains the environments and menus of your game.
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Read more about how to correctly acknowledge RSC content.Like area lights, emissive materials emit light across their surface area. Permission is not required) please go to the Copyright If you want to reproduce the wholeĪrticle in a third-party commercial publication (excluding your thesis/dissertation for which If you are the author of this article, you do not need to request permission to reproduce figuresĪnd diagrams provided correct acknowledgement is given. Provided correct acknowledgement is given. If you are an author contributing to an RSC publication, you do not need to request permission Please go to the Copyright Clearance Center request page. To request permission to reproduce material from this article in a commercial publication, Provided that the correct acknowledgement is given and it is not used for commercial purposes. This article in other publications, without requesting further permission from the RSC, Bond,Ĭreative Commons Attribution-NonCommercial 3.0 Unported Licence. Structure–property correlations in piracetam polytypes The tableting behaviour of bulk polymorph II is superior to that of polymorph III, suggesting greater plasticity for polymorph II, which is likely due to a greater degree of slip.



Along the direction nearly parallel to the polytypic layers, polymorph II shows a very similar E value to that perpendicular to the layers, but a significantly smaller H value, implying easier slip between the polytypic layers. Nanoindentation experiments performed on single crystals along the direction perpendicular to the polytypic layers show that the polymorphs have similar hardness ( H) values, but polymorph III has a significantly larger elastic modulus ( E). Polymorph II shows greater volumetric expansion than polymorph III, and its principal expansion axes are aligned parallel and perpendicular to the planes of the piracetam molecules, rather than along the unit-cell axes. Expansion perpendicular to the layers is almost twice as large as that along any direction within the layers. Thermal expansion measurements show that the principal expansion axes are approximately aligned with the unit-cell axes in polymorph III, corresponding to directions within the polytypic layers and perpendicular to them. The structures are analysed using energy-vector models derived from PIXEL pairwise intermolecular interaction energies. Polymorph II has an interlayer structure in which the piracetam molecules adopt face-to-face and edge-to-edge alignments, while polymorph III adopts a herringbone type arrangement in the interlayer region. Polymorphs II and III of piracetam exhibit a polytypic relationship comprising identical layers of molecules with different relative arrangements.
