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-   -   lighting issue (https://forum.worldviz.com/showthread.php?t=508)

cantwelljm 02-13-2006 07:04 AM

lighting issue
 
Hi I am new to vizard, I have created a model of a building in Autodesk 3DS Max 8. I have set up a daylight scene in 3DS. I am exporting the building to vizard in .3DS format, but when I import the model in vizard there are no lighting affects. How can I carry my lighting affects through to vizard?? Any help would be greatly appreciated.

tobin 02-13-2006 02:08 PM

The most robust method of exporting lighting effects is through the OSG exporter for Vizard. You can download this exporter for MAX 8 (anb 5, 6, and 7) here:

www.worldviz.com/products/vizard/tools.html
(note that this pages was recently changed and now links to new exporter plug-ins)

If you new to real-time lighting issues, you should know the following: 1) Vizard supports omni, spotlight, and directional real-time lights. Other real-time lighting effects within Max are not supported. However, for static lighting of a scene, you can obtain very sophisticated results using Max's render-to-texture features. The OSG exporter supports these baked texture results.

When you export your scene, you can suffix your files either with .OSG or .IVE. The formats are functionally equivalent but the latter embeds the image data within a binary file and therefore while much larger in size it loads incredibly fast and is free of supporting texture files/directories.

cantwelljm 02-18-2006 07:43 AM

(Beginner) lighting issue
 
Hi,
When you said Vizard only supports omni, spotlight, and directional real-time lights, if I am using the render to texture function can I then use any form of lighting eg. photometric lights or Daylight??

tobin 02-18-2006 08:21 AM

Yes, with render to texture you can use all of Max's ligthting, shadowing, reflections, etc. It's not real-time in the sense that you can't make adjustmenets to these (e.g., move the lights) in real-time. But once rendered to texture, the scene can be certainly visualized within Vizard in real-time.


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