Point Cloud Integration with Vizard

Point clouds are a set of data points in a coordinate system. In 3D applications this coordinate system is designated by X, Y, and Z coordinates and shows the external surface of an object represented as individual points.
Read more

How to… Work With Realtime Shadow-Casting Lights in Inspector

Vizard R5: Adding realtime light to a scene and enabling shadows.
Sample Files: Realtime Lighting.zip (7.5Mb)

Starting with an unlit scene in Inspector:
- First, Go to Create -> Light -> Directional Light
- Then, in the properties window check the box for "Shadows"

- Next, name the light node so it can be accessed through code
- You can set the angle of the sun node using the rotation controls
- The position of a directional light does not affect its output, but can be used to move the node's icon to a more convenient location.

- The ambient light level can also be set. This is accessed through the "Scene" root node.
- After setting the ambient light level, this can be stored within the file by checking "Save Scene Settings" within the properties panel.

- Finally, save the file from inspector by going to File -> Save As...
- Pick a location and a filename, then hit Save. If you are editing an existing file, you may want to overwrite it.

- If you are constantly iterating on exports, it can be convenient to delete the geometry before saving the lighting so the lighting can be saved in a separate file. This allows you to easily merge the lighting into any new exported file or add it through Vizard code.

Controlling Imported Animantions

The following types of animations can be exported with OSG models from 3ds Max and played in Vizard:

  • Transform: ¬†Animations based on translation, rotation, and scale
  • UV: Animations based on changing texture coordinates
  • OSG sequence: Mesh animations that cycle through a series of saved meshes, one for each frame

Read more

Underwater Effect

The example script in this article simulates the type of visual distortion that occurs in an underwater scene. It uses a custom post-process effect created using Vizard's vizfx.postprocess library and GLSL (OpenGL shading language).
Read more

Cleaning up FBX imports for baking and realtime use

Follow the instructions in this article to clean up FBX models imported into 3ds Max for export to Vizard. These modifications should be made in the order listed: Read more

SketchUp to Vizard

Google SketchUp

Google SketchUp is the new 3D Design tool that has made headlines around the world.

The keyword with SketchUp is SIMPLE and the principal on which the software is based. SketchUp was created by a pair of college students who wanted 3D design and visualization software that could be used by everyone. They certainly delivered on that promise. Read more

Complex Animations – from 3ds Max to Vizard

When exporting a 3ds Max file with the OSG Exporter, by default, only transform based animations (move, rotate, scale) will be exported correctly. In order to use more complex animations with animated meshes you can either use the OSG Sequence Helper or skin the mesh and export it as a Cal3D avatar. This article discusses the pros and cons of each method.
Read more

Anark to Vizard workflow

This article describes how to use Anark to convert a CAD model to a Vizard compatible model format.
Read more

Creating a toon effect in 3ds Max

Watch the video tutorial in this article to learn how to add a black border around a model in 3ds Max, giving it a toon-like appearance. With just a couple short steps you'll be able to add the same effect to your own models.
Read more

Exporting an Architectural Model from 3ds Max into Vizard

The following video tutorial will guide you through exporting an architectural model with various layers to the binary OSG format.
Read more

Next Page »