Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Wednesday, 3 August 2016

Formatos 3D

3D Formats

OBJ - List of points followed by incidences (triangle vertex). Just like FEM files
# www.zbrush.com
#Vertex Count 54630
#Face Count 109256
v 0.68168121 1.8563795 0.35159689
f 9900 36020 20005

Tuesday, 5 April 2016

Pipeline modelo com Oculus - desactualizado com a versão 5.

Tenho um Doc word chamado "Pipeline_Unity_OculusRift.docx". Abaixo está uma versão sem imagens.

Geração de modelos básicos para Oculus Rift em Unity
Descrição – permitir navegação com Oculus Rift em geometrias importadas de programas de modelação 3D (Sketchup, Blender, Rhino, 3DsMax, etc.).

Configuração do Unity para Realidade Virtual

Settings Globais
Ir ao menu Edit\Project Settings\Player e activar Virtual Reality Supported no Inspector (lado direito).

Importar Assets do Oculus Rift para Unity

Descarregar package “OculusUtilities” do site do Oculus Rift: Developer/Downloads/Engine Integration. Verificar compatibilidade com a versão do Unity que estamos a usar. Se necessário actualizar o Unity.
Unzip do ficheiro e arrastar o package para os Assets ou ir a Assets/Import Package/Custom Package. Aceitar a importação de todas as partes do pacote.
Nos Assets, abrir a pasta OVR/Prefabs e arrastar o OVRPlayer para a Scene. Depois pode-se afinar a posição do player em relação ao modelo.

Modelo 3D: importar e modificar

1 – Importar modelo 3D. Modelo tem de estar em formato aceite pelo Unity. Para importar basta arrastar ficheiro para os Assets. É boa ideia organizar os Assets em pastas. Verificar se geometria está correcta, materiais em texturas sobreviveram à importação, etc.
2 – Arrastar modelo para a cena, clicar e pôr o seu centro nas coordenadas 0,0,0. Se os modelos estão em coordenadas muito longe do centro (milhares de metros) podemos ter problemas.
3 – Expandir modelo na Hierarquia (lado esq.), seleccionar todas as peças do modelo e seleccionar Add Component no Inspector (lado direito): Physics->Mesh Colider. Isto faz com que todos os polígonos passem a ser impenetráveis para o avatar (é um pouco dispendioso mas é o mais simples).


Carregar Play e navegar, com ou sem Oculus.

Tuesday, 15 March 2016

Learning Resources on Computational GRaphics

3Ds MAx on Lynda.com

After taking the first course, which I did not finish since I ain't interested in animationa and advanced lighting, etc. I signed up for a trial account at digital tutors, which is also prety good. The videos I watched from this short course, CG101 are prety good and explains very well the concepts.

So now I need to learn 3DS or other 3D modeling sftware to be able to manipulate the Salamonde model from Autocad 3D. So I'm taking this course 3ds Max 2013 Essential Training and hope that 2013 is not so far away from 2016.


Some more sites on CG

http://www.scratchapixel.com/lessons/3d-basic-rendering/global-illumination-path-tracing

http://home.lagoa.com/2014/04/ray-tracing-vs-path-tracing-in-plain-english/

Sunday, 13 March 2016

Colisions

This video explains the logic well. Must assign colision properties to objects. The easiest way is to assign Mesh coliders, but it is expensive since the engine must keep track of all the polygons. Most times we can use box or sphere coliders and set them in a smart way.

Animation

For now I'm not to worried about this but what I learned:
animations are created in Maya or 3Ds or Blender, Unity is not good;
creating a character has three steps: modelling (building the model mesh), rigging (the skeleton and the logic and hierarchy and skinning (joininng the two);

Thursday, 10 March 2016

Normal maping

I came accross this very cool concept on a Unity video @ Lynda's course. The idea is to record surface detail of an object by taking the surface normals on an image using RGB to represent the normal vector components in each pixel.
Then we can degrade the mesh but use the normal map of the detailed version on the degraded mesh. Of course the lights must nknow how to deal with this geometrically flat surface containing detailed information on the relief. Very cool!

Because most of the surfaces will have normal normals (pointing out of the surface, a big part of the normal maps will be kind of blue, i.e. flat.



Normal mapping is a kind of Bump mapping. We can also record elevation coordinates. With these we can really deform the surface or we can use the surface topograpfy just for interaction with light.

Wikipedia for normal mapping
Wikipedia for bump mapping
Unity for normal mapping, very complete!