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== Some explanations about my 3D-software == | == Some explanations about my 3D-software == | ||
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Firstly, I | Firstly, I use '''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 | 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 re-opening the project, all materials become normal in Cycles and Eevee. | ||
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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 | 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's product and 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 ^_^. | ||
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