The animated figures created with Daz Studio 4 Pro and exported in FBX format can be converted in one shot in GlTF binary format by the 3D viewer of Microsoft Windows 10. The FBX models created by my softwares relative to architectural projects are not good for GameGuru (classic or MAX) : In the best cases, the models are imported but the UV mapping is completely wrong.Ībout the animated figures that you could include in your GameGuru MAX projects : I didn't forget to specify the unit (meters) applied in the original mesh.
#METASEQUOIA 4 STANDARD WINDOWS 10#
import of the mesh in that GlTF binary format with its truly improved importer (still in development for the GlTF format, but quite good, morphs not yet included -> The 3D Viewer of Microsoft Windows 10 can read and play the morphs of the GlTF files). export in GlTF binary format - scale 1/1 (mesh was created in meters in the project). uv mapping of the walls, floor and ceilling of each room with the powerful uv mapper of Metasequoia. when the whole model was accurately created with that tool then I simplified it to obtain a clean low poly mesh. a first draft in the modeller consisted of a model built with the tool "extrusion". the tedious task of measuring the lengths on the floor and on the ceiling for each room. Also, depending on the shape, it may be difficult to filter.I like very much architecture (my late father was a building drawer who contributed to large projects like the one shown in your pictures).Īmong my huge collection of softwares installed on my desktops I have a few ones relative to the creation of architectural projects.īut surprisingly it is with a modeller (Metasequoia 4 Expert) that I was able to create a very accurate digital version of my little roof apartment with a correct uv mapping. One thing to note is that it consumes a lot of memory, so if you have a large amount of data, you will need a lot of installed memory. The previous smoothing function caused a slight inward contraction, but the new smoothing filter function prevents contraction as much as possible. This is especially recommended in an environment with a wide monitor or multiple monitors, as it is easy to keep the work area with the window open. windows are open.įor example, when repeatedly re-rendering while adjusting material parameters, you do not need to repeatedly open and close the window, which greatly increases your work efficiency. You can now perform other operations while the object property, material property, rendering, etc. The environment map display supports both real-time preview and rendering. It is also displayed on the object surface by setting a reflection in the Phong shader, and a metallic and roughness in the glTF shader. It uses a 360-degree panoramic photo like the one below and displays it as an environment map in the background. If you need a higher resolution, please use the EX edition. There is no difference between the Standard and EX editions in terms of image quality, but the resolution of the Standard edition is limited to 1280x720 or lower. The path tracing renderer also includes a denoise function that removes the noise inherent to path tracing and significantly reduces rendering time. In open space, parallel light sources and an environment map can also be used. Traditional Phong shader can also be used, but please note that the results will be different from the original parameters.Īn area light with an arbitrary shape can be used by setting the 'Emission' of the material.
'glTF' or 'Transparent' shaders are used mainly. The path tracing also reproduces the scattering of light between objects, allowing to render soft shadows. Physically-based rendering using a path tracing method is now available. This version includes major improvements, and I will now introduce the main new features.