Jump to content

User:Mai X: Difference between revisions

2,613 bytes added ,  22 June 2021
no edit summary
m (Changing 'Pre-BETA' to 'PRE-Beta')
No edit summary
Line 42: Line 42:
<br>
<br>
<br>
<br>
00:10, 23 June 2021 (CEST)
<br>
<br>
<br>
== Some explanations about my 3D-software ==
<br>
Firstly, I'm using '''Avid|XSI 2015''' (a.k.a. ''Autodesk Softimage, Softimage|XSI'') for transfering 3D-models and geometry from OniSplit to other 3D-software.
The main reason of XSI usage is that OniSplit-exported COLLADA files are ''not'' fully compatible with Blender (all versions). Blender's Cycles renderer makes '''every''' material '''''black''''' during importing process. Eevee renderer does nearly the same thing but it makes all materials '''''white''''', so the ''Emission'' shader does not work neither in Cycles nor in Eevee. <u>But</u> only before the first 'save project' action. After opening the project again, all materials are normal in Cycles and Eevee.
<br>
<br>
After re-exporting COLLADA from XSI, I import it to '''Blender v2.49'''. Yes, I'm still using this old version of Blender, because it has one very important (''for me'') feature, that newer versions do <u>''NOT''</u> have. It can divide geometry to meshes by materials. I need this feature, because I don't want light objects to be shaded or lighmapped as other regular objects.
<br>
<br>
The third and the most important thing is Radiosity (as it was said on GeySer's '[[Lightmapping_levels#Radiosity|lightmapping levels]]' page). I do ''not'' use old Blender for Radiosity calculations, because it has some big limitations. I use '''Autodesk 3D Studio''' for Radiosity calculations, because its implementation of '''''Progressive Refinement Radiosity renderer''''' is much more ''flexible'' than Blender's. Originally, Progressive Refinement Radiosity renderer was introduced in '''''LightScape Visualization System (1995)''''' ([https://drive.google.com/file/d/152tyyIJ5UH6zftzMhGhf9SK51Xjw9d4G/view?usp=sharing here] is a demo of LightScape), but after some time LightScape VS became an Autodesk product and it was discountinued. All its Radiosity techniques were transfered to 3D Studio <u>VIZ</u> (later, to a <u>regular</u> 3D Studio), so for now '''3D Studio 2011''' is my choice ^_^.
<br>
<br>
After calculating Radiosity solution, Rendering it To Texture and exporting all geometry to a COLLADA file, I import it into '''XSI''' (again 0_-). The explanation is simple: COLLADA from 3D Studio has some different implementation of <u>''tranparency''</u> parameter, so if I import 3D Studio's COLLADA directly to Oni, I'll get ''no'' visible object and evironment (only SkyBox ^_^). That's why XSI is my solution to ''everything''.
After exporting geometry from XSI, I can (finally) import it to Oni... <u>'''''Finally'''''</u> ;) !!!
<br>
<br>
<br>
<br>
<br>
<br>
01:17, 23 June 2021 (CEST)
<br>
<br>
Konoko.
Konoko.


[[Category:Userspace]]
[[Category:Userspace]]
179

edits