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- This topic has 11 replies, 4 voices, and was last updated 4 years, 7 months ago by Mikhail Luzyanin.
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2020-04-09 at 3:14 pm #25573NaxosCGCustomer
What would be great, is to have a progressive rendering to get nicer render after mouse release.
See my video, it is from 3dsmax."1+1=3... for large values of 1"
2020-04-10 at 9:04 am #25616Yuri KovelenovStaff2020-04-10 at 2:02 pm #25628jemCustomerThere is a related function that I would love to see in the product, multiple levels of detail support. It would be nice to be able to load low LOD models quickly first and then load high LOD in the background.
I can do this today, but it takes a little coding and puzzles to achieve this. It would be nice to have a standard solution for this. This is not an urgent request.Jeremy Wernick
2020-04-11 at 8:26 am #25636Yuri KovelenovStaff2020-04-13 at 4:21 pm #25713jemCustomerHi Yuri,
In the scenario that I was describing, I had a 3D scene with a large number of triangles. The customer generated the geometry from CAD, and it had a high level of detail. It would have been very time consuming to clean up all of the geometry in the CAD files to reduce the size of the BIN file. The goal of the project was to reduce the initial load time that the user would experience and preserve the high level of detail. To do this, I created two 3D scenes: a high LOD and a low LOD.
-The high LOD scene is the original scene as exported from CAD.
-The low LOD scene was produced from the high LOD scene. I made a very rough reduction of LOD using the tools in Blender, such as decimate and delete.
The low LOD file was about 10% the size of the high LOD file. Verge3D was able to load the low LOD file in just a few seconds, but the appearance was poor (as should be expected).
Once Verge3D renders the low LOD file to the screen, I use JS to initiate the loading of the high LOD files. This process gives the user something to look at and inspect while his computer is downloading and compiling the high LOD file.
The code is trivial. I added a function call to the runCode() function that looks something like this:function runCode(app) { app.ExternalInterface.loadHighLOD(); }
It calls a function in the puzzles that loads the highLOD. See attached screenshot. This is an older example, and the puzzles and JS need to be updated to work with 3.1, but the idea should still work.
The tricky part is making your puzzles work correctly, depending on whether the low or high LOD file is loaded.
It would be nice to have a toolchain and framework that automated some of these steps and was able to load different LODs intelligently, but, as I said, this is not urgent. Thanks!Jeremy Wernick
2020-04-14 at 6:54 am #25732Yuri KovelenovStaffHi Jeremy,
Thank you for the details.
The code is trivial. I added a function call to the runCode() function that looks something like this:
You could possibly just place the puzzle append scene right in the Main tab – this will work in similar manner, as the puzzles in the Main tab are interpreted just after the loading of the main gltf scene is complete.
Then indeed, you could wait until the new scene is loaded, and hide the low LOD objects. Would it work for you?
2020-04-14 at 2:44 pm #25824jemCustomerHi Yuri. Yes, your solution works for me. Thank you.
I still think about JavaScript before puzzles, but I am trying to break that habit.In the long term, I want to come up with a workflow to automate the production and export of a scene with various LODs with a single click. This process has many manual steps right now. Also, I need to develop a set of puzzles that loads the LODs more intelligently. My current solution is very manual and brittle. This is a criticism of my solution, not of Verge3D.
Thanks again.Jeremy Wernick
2020-04-15 at 6:50 am #25842Yuri KovelenovStaff2020-04-15 at 6:58 am #25844NaxosCGCustomerAll that is a bit far from my orginal post, isn’t it ?
what about some nice rendering for shadows ?
Not within the camera move, but in post like AA ?
(See my posted video)"1+1=3... for large values of 1"
2020-04-15 at 7:08 am #25851Mikhail LuzyaninStaffAutodesk team removed this progressive shadows in 2020 3ds max release, it’s not the best way to render shadows. Try to bake it to a texture.
Co-founder and lead graphics specialist at Soft8Soft.
2020-04-15 at 3:18 pm #25890NaxosCGCustomerAutodesk team removed this progressive shadows in 2020 3ds max release, it’s not the best way to render shadows. Try to bake it to a texture.
the animated screenshot i’ve shown Yuri is done with max2020
"1+1=3... for large values of 1"
2020-04-15 at 4:15 pm #25893Mikhail LuzyaninStaffOh, sorry, I mean 2021, they version history always confuse me.
Co-founder and lead graphics specialist at Soft8Soft.
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