View Full Version : Realtime Interior Visualization
MentalFish
10-07-2005, 04:51 AM
Hi fellow ShockWavers, I have updated my interior viz solution made in Director with improved lighting:
http://petter.ms/voyager/
EDIT: Rotate view by pressing the left mouse button, zoom by using the right mousebutton. You can also use the arrowkeys. When going inside (innvendig), you can use the arrowkeys to walk around. I have left collision detection out, as the target users would easily get stuck inside the building if they had to dodge obstacles. Myke kanter means antialiasing and turns automatically off when you start to move around again.
I am making these ShockWave apps for a local 3D-viz company called MIR, they have some stills in the LW gallery, they produce really good images:
http://www.newtek.com/lightwave/gallery/displayimage.php?album=1&pos=62
http://www.newtek.com/products/lightwave/product/archvis.html
http://www.mir-visuals.com/
pauland
10-07-2005, 06:08 AM
Really nice - probably the best LW interactive walkthrough I've seen. My PC did bog down though after a while..
Good work.
Paul
MentalFish
10-07-2005, 06:33 AM
Thanks. Could you provide me with your hardware specs, especially gfx card, processor and regular memory? I have calculated the texture memory usage to be around 6 megabytes, with 58 models and a few thousand polygons in total (below 10.000).
Could you try and download this exe version of the viewer too and see if the same happens with that one?
http://petter.ms/voyager/test15.zip
pauland
10-07-2005, 06:50 AM
Hi, I tried the exe - very comparable to the browser. After some experiments I found that the slowdown happens after pressing the 'Myke Kanter' option, with the mouse getting very slow to move, but after a few moments it recovers back to normal again.
This is on a laptop - 1.5GHz Pentium M, Nvidia 2 go display with 32 K, main memory is 1MB.
It's not a big deal. Nice work.
MentalFish
10-07-2005, 07:04 AM
Thanks a million, got my pulse down a notch there :) Myke kanter means antialiasing, and its not hardware supported type of antialiasing, so when it goes on and off it creates a lag. I was fearing unforseen lag that I would have to fix through bug hunting :)
Captain Obvious
10-07-2005, 10:44 AM
Worked just fine on my iBook (1.33GHz G4, Radeon 9550 with 32 megs of VRAM, 1,5 gigs of RAM). Using the right button to zoom is broken, though. Doesn't work at all.
MentalFish
10-07-2005, 11:07 AM
When you were watching from outside?
Captain Obvious
10-07-2005, 11:12 AM
Both.
This is on Mac OS 10.4 in OmniWeb 5.1.2, by the way.
AngelDream
10-26-2005, 02:55 PM
Petterms, it looks good. My pc didn't got stalled at using it not even with Myke Kanter. XP 2.4 GHz 512.
What bothers me about your environment is that you can actually "walkthrough" the walls. Anyway it's a minor detail that could be handled with some raycasting.
Now, please, a question: did you baked all the textures with radiosity and then applied them?
Thanks
MentalFish
10-26-2005, 06:35 PM
Myke kanter = soft edges = antialiasing :) cool to hear it works
The reason for it walking through like that is because the people who are most likely going to use this is going to get stuck quite quickly if they collide with geometry. I was thinking of perhaps making an invisible collision mesh that made it almost impossible to get stuck (such as behind doors), but its a very low priority at the moment.
I used MicroWave from Evasion3D to bake the radiosity lighting, and then I intensified the lighting by tweaking the levels of the lightmaps in PhotoShop.
mdoyle
11-07-2005, 05:00 AM
Thats how I do my collions now. With invisible objects. I have found that even in a walkthrough (especially outside) and areas like the ground and wall are seperate objects I find that you can quite easily fall through gaps which are really not there (but I suppose they are) The exporter does not export the exact point and placement as it would be in lighwave (or point order) which is why you can't get morphs to work either.
but I definitly agree with petterms in walkthroughs. Most clients/users do have problems with collision and seeing how that is quite a small area to walk about in they would just get annoyed .My worlds are normally a bit bigger so I can put the collision in the walls and stuff but I try and leave out colliions on props and misc objects if I can. It also just allowed you to use a lower poly count and one w3d for floor and wall colliions and forget about everything else.
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