Project |
Guidelines |
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This page outlines some basic guidelines for transformation of 3D studio *.3DS files into the CAVE format. For an effective VE conversion, the following is a list of issues that you should remember when producing a model in 3D studio:
Material mapping (UVW mapping), compatible format for texture maps, scaling of image coordinates
Lighting attributes in 3D studio, Lights supported by the CAVE
Scaling of models from 3D studio to CAVE
Translation of Coordinates from 3D studio into the CAVE coordinate system
Translation of 3D studio color into the CAVE
Optimize command in 3D studio, Techniques for Polygon Optimization
Transfer of Pre-defined shapes from 3D studio to the CAVE
Transfer of layers from 3D studio
Translation of Nurbs, splines and nurb surfaces from 3D studio to the CAVE
Textures on a 3d model are the most important attribute to creating a realistic effect. In order to view your model with proper textures as modeled in 3D studio, in the CAVE, you will need to do the following:
1. Sizing of Texture maps:
The Texture files used in 3D studio have to be sized to be powers of 2 in order to be read into the CAVE. That is a texture file either has to be a square or 2:1
such as (256 pixels x 256 pixels ; 256 pixels x 512 pixels, etc.)
So, if you are using a 3D studio texture file and it is not in that format, you need to copy the texture file (the texture file used for bitmapping) and load into a software like Adobe photoshop. Resize the image to be power of 2. Then save in JPEG format. Then you will have to make a new material in 3D studio and reassign the mapping coordinates to the object.
See Example 1
The CAVE requires either JPEG (JPG) or GIF format but then these files must also be converted to Silicon Graphics RGB (red-green-blue format). Even one file in TGA, CEL or other unacceptable format will cause the model to be rejected by the CAVE computer. Generally we use JPEG format since these are recognized and are the smallest files.
See Example 1
The JPEG texture files must be converted to RGB but still have the original texture maps in JPEG format in 3D studio. Nugraf is an extremely powerful translation software. It has silicon graphics RGB Bitmap Support. Nugraf V.2.1 has the ability to read and write SGI RGB format (used by the open flight convertors). When a .3DS file is exported as an openflight file, a pop-up menu comes up-
Go to
the Bitmaps tag and check on “convert all bitmap files to .rgb’
This automatically converts all your bitmaps to. rgb format which is required in the CAVE.
CAUTION: When you have the above option checked, Nugraf creates Bitmap.rgb and Bitmap.rgb.attr (texture attribute file ) files. Make sure to put these in the same directory as the .flt file on the SGI computer (CAVE simulator).
Incase
you are not using Nugraf as a convertor:
To convert JPEG texture maps to RGB, we use a program written by SGI and you will need to perform the following on an SGI workstation:
Download the following script and place it in your path settings. This script will automatically convert all your textures to .rgb files.
jpgTorgb ( A script written by David Weatherly in PERL to convert all jpegs at once)
Here
is its usage:
* To use the script make sure it is copied into the same directory as your textures on the SGI.
* Make sure to change permissions of the file after getting it, type:
"chmod +x jpgTorgb "
Type
in the following:
If you are not using jpgTorgb,
do the following :
Convert your texture files from *.jpg to *.rgb using imgcopy:
"imgcopy oldfile.jpg newfile.rgb" .
For further information on imgcopy, type “man imgcopy”
Notes on using imgcopy:
See Example 2
Tips and Limitations :
1. When exporting out of 3D studio, you can export only standard and multi-sub object, and only the following components of the material:
· Diffuse, ambient, and specular color.
· One texture map, which must be in the Diffuse channel. Use JPEG or GIF files for your maps, as these are recognized by most browsers and are generally the smallest files. Some browsers, such as the Autodesk browser, recognize other file formats. Multi/sub-object materials will export colors and textures.
See Example 3
· Note that texture maps slow down the browser and increase download time. Use them sparingly.
· Shininess (but not shininess strength)
· Opacity
2. If there are multiple bitmaps on a surface, only the one on the diffuse channel gets exported during translation.
                See Example 4
3. It is important to put all your texture files and the model files on one directory when exporting out of 3D studio and Nugraf.
Translation of Lights from 3D studio to the CAVE:
The following is a list of lights available in 3D studio. When exporting out of 3D studio only target spot, omni and default ambient get exported - All 3 are supported in the CAVE.
3 D Studio Light |
Exported out of 3 d Studio |
Supported in CAVE (running Saranav) |
Omni Light |
Yes |
Yes |
Free Spot |
No ( cannot export free spot lights) |
|
Free Direct |
No (cannot export directional lights |
|
Target Spot |
Yes |
Yes |
Target Direct |
No (Cannot export directional lights) |
|
Default Ambient Light |
Yes |
Yes |
Sunlight |
No (Cannot Export directional lights) |
|
See “ Example 1 - Demonstrates the use of all 3d studio lights
“ Example 2- No lights used in 3D studio
“ Example 3- Only an omni light used in 3D studio
“ Example 4-Only target spot light used in 3d studio.
Saranav the navigation tool for the CAVE uses a default headlight and ambient light source.
The headlight source is fixed to the head of the CAVE user. By default this is a sunlight source.
The ambient component of the light source can be manipulated adjusting the r,g,b values:
-A [mbient] <r> <g> <b>
default: r = 0.4 , g= 0.4 , b= 0.3 (yellowish)
The lighting in savanav is not a very good source for depicting accurate light in a VE for architectural development.
Previously Dennis Cafiero has worked with the source code of savanav and removed the default lighting. So if you use the lighting that is developed in 3D studio or Multigen you will be able to view your model as is in the CAVE.
His version of Saranav with no lighting can be downloaded here:
Put this in the same directory as the model file on the SGI.
See “ Example 1-
“ Example 2-
saranav – S .0833 filename.flt.
.0833 (1/12) is the scaling factor that converts inches to feet.
See “ Example 3-
saranav –S (0.833 x Number) filename.flt
(where if number is =1: No change, if number = 0.3 : then 30% change, etc.)
About the scale function:
-s[ ] <scale>
set the scale of the dataset using 3.281 for a dataset with meter units and 0.0833 for a dataset with inch units
default: 1.0 ( for a dataset with foot units)
Aligning 3D studio images in the CAVE
The VT CAVE is a 10' cube having its origin (0.0, 0.0, 0.0) at the center of the cube.
There is an exact translation of coordinates from 3D studio to the CAVE.
If an object is made with its center at the origin (0,0,0) in 3D studio, this object will be
brought up at the origin (0,0,0) in the CAVE upon conversion.
See “ Example 1-
Now if you want to move the center of the CAVE by x, y, z in relation to the object center, type:
saranav –i x y z filename.flt
See “ Example 2-
BUT, If you want to change the position of the object itself in the CAVE, this will have to be done in 3D studio.
Say from (0,0,0) in 3D studio, you can move the object center to (50,50,50).This will put the object at (50,50,50) in the CAVE.
See “ Example 1-
To see color in the exported model, it will have to be
assigned to the object as a material of type standard, which has the desired
color.
Go to: Main toolbar >
Material editor
Tools menu >
Material editor
Highlight a material patch and give it a desired
color by adjusting the values of the ambient, diffuse and specular components,
in the material editor window.
Assign this material to the object.
See "
example2"
These standard materials, which are
created by adjusting the ambient, diffuse and specular values need to be
resized to the powers of 2 or converted to JPEGS.
Current hardware and software technology imposes limitations
on what you can do with 3D modeling and animation if you intend it to be
displayed and interacted with in the CAVE. Because you want your work to look
as good as possible and also to display and move as fast as possible, you need
to be aware of these limitations and be prepared to work with them.
Tips and Limitations:
A complete design with 5000-10,000 polygons is
manageable for most computers. The LOD helper lets you manage the polygon count
of the objects in design, If the model is very large the animation will be
jerky caused by a delay in computer processing You can get an idea of how many polygons are in 3D studio by
model by examining the data on faces. In 3D studio Viz or Max, under
Examine the number of faces. A face
is roughly equivalent to a polygon
Use
of predefined shapes in 3D studio:
There are predefined shapes in 3D studio viz under the
Create-Geometry panel
All shapes get exported from 3D studio viz as .3DS format
including - all standard primitives, extended primitives, doors, windows,
stairs and AEC extended objects.
I have found that all these solid objects will translate
into the CAVE properly. All shapes and surfaces get exported out of 3D studio
as a series of triangulated polygons.When the CAVE deals with shapes, it treats
a shape as a series of triangles. Each triangle is considered a polygon. So
when creating a smooth surface it is important to remember that the smoother
the surface the more polygons that area required. A large polygon count slows
down simulation.
Tips and Limitations:
Object vertices should be less than 64K in order to export
out of 3D studio viz in .3Ds format.
This problem was faced when trying to export the inbuilt
foliage-trees, available in 3D studio. In order to keep the vertice count low-
reduce the density of the foilage.
When exporting your file as .3DS file, it acknowledges any layers
that you may have. So any layers you have turned off when exporting as .3DS
file, will not show up in the CAVE ,and vice-versa, all layers turned on when
the .3DS file is exported will be shown in the CAVE.
Ideally you would want to be able to bring a drawing file into the CAVE and turn
layers on and off at will. This would allow you the greatest freedom of design
and visualization. However, at this time , the CAVE cannot do this. You can
navigate through your drawing but you cannot turn layers on and off.
Please Note:
You have to create a
separate .3DS file for every variation of layers you want to see in the CAVE.
Nurbs,
splines and Nurb surfaces:
Nurbs are not yet supported in virtual environments and the
CA VE. So when you use the Nurbs command, when the model is converted, the
Nurbs are turned into a series of triangulated polygons. This creates a larger
polygon count slowing down the simulation.
A Nurb surface gets effectively converted and translated
into the CAVE as a series of triangulated polygons.
See " example1 "
Tips and Limitations:
see
" example 2 "
see "
example 3 "
Translation
of 3D studio Text to the CAVE:
Any text written in 3D studio is treated as closed nurb
curves and splines. This gets successfully exported out of 3D studio as a series of triangulated polygons, and
shows up in the CAVE
See " example 1 "
It is especially important to have a clean geometry for the
CAVE.
Do not overlap any objects. Use Boolean geometry or make
objects adjacent. In the CAVE the computer first renders the first object and
then the second very rapidly, so it appears to flash. This is especially disturbing
for the viewer. This does not appear on the personal computer in still frame
rendering or animations, so one tends to overlook this aspect.
When copying an object in 3D studio it is important that you
create a copy and not an instance. An instance referencing the original object
but changes only its location in the three dimensional space. The convertors
for VE’s do not support the use of instances in 3D studio. If a model is
converted using instances only the original object will show up in the model
when viewed in the CAVE