We are actively looking for customer stakeholders to help steer this effort. We are researching an exporter, but I can't comment on the potential timeline for delivery just yet.įor those interested in discussing your needs around this topic more directly, please reach out via direct message or email, or keep the comments rolling in this thread. While I know that for most of you, all this boils down to just being able to export a glTF directly from 3ds Max, I ask that you trust that we are finding the best strategic fit and form, while aligning some development activities. Restart Tekla Structures to complete installation. We are keeping a very close eye these standards, and even contributing to the development in some cases. Click the menu button in the Applications & components side pane and select Extension manager. Since then, representatives from various product teams have joined in the regular development meetings for some different initiatives: 3D Commerce, which aims to standardize workflows and visualization of 3D Content in an e-commerce context, and 3D Formats, which is developing glTF. Last year, Autodesk formally joined the Khronos group as a contributor member. I've neglected to keep this one fresh and up to date. It goes without saying that not much good can ever come out of that.I'm sorry that you haven't seen much traction on this idea here. The uploader's generator is based on GLOD of all things - apparently it's even a rather sipmlistic and outdated application of GLOD. On top of that, the uploader includes a feature to generate those LoD models automatically and many use that because they don't know better or because they can't be bothered to make them properly. There is no way to adjust the LoD switch points for individual items to what is actually suitable for that specific case. There are three of them and they are applied at view distances determined only by object class and bounding box size. But it's also a rather crude and primitive system of LoD models too. Obviously, with a 15 years old game engine there's no Umbra and no tesselation or anything modern and fancy like that, it's all done with LoD models. The other factor is how SL handles level of details. useful for various researchers working in these areas. Unfortunately, the skill level of SL content creators - even those who regard themselves as professionals and make a living here - tend to be quite low compared to what you generally find in the 3D industry so most of the content is very poorly optimized. Computer Vision algorithms require accurate and high quality data for experimentation, tuning. That means that optimization is even more important here than anywhere else. One is that SL scenes tend to be far more crowded with content than games scenes and such and people still want and tend to expect the same level of performance. But if you have modelling experience from other environments and not Second Life, there are two special factors you need to be aware of. Yes that is the same with any program employing a render engine.
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