Usdz формат 3ds max
Ну наконецто про инди подписку не забыли, там бы еще добавили скоко стоит если эту подписку взять на 2 год
Антон Верховой Ну наконецто про инди подписку не забыли, там бы еще добавили скоко стоит если эту подписку взять на 2 год
Andrej Logvin Всегда удивляюсь, где они берут такие убогие картинки? Странно что буквы не разноцветные.
Борис Кулагин (Boris Kulagin) Пиксару как-то стесняться не пристало. :) (файлик их, не Автодесковский)
То что это Пиксар, что очень сомнительно, не делает картинку красивой, у Пиксара вообще другая специализация. И вообще, с чего вы взяли что это Пиксар? По чайнику или по ужастному беку за окном?
Andrej Logvin То что это Пиксар, что очень сомнительно, не делает картинку красивой, у Пиксара вообще другая специализация. И вообще, с чего вы взяли что это Пиксар? По чайнику или по ужастному беку за окном?
То-есть картинка не Пиксаровская, а из моделей с бесплатных сборников Пиксара, которые отдать даром не жалко, тоесть хлам.
Борис, вы несогласны с тем что картинка страшная? Или вам просто нужен повод для спора?
Andrej Logvin То-есть картинка не Пиксаровская, а из моделей с бесплатных сборников Пиксара, которые отдать даром не жалко, тоесть хлам.
Борис, вы несогласны с тем что картинка страшная? Или вам просто нужен повод для спора?
Да причем тут картинка? Это тестовая сцена от пиксаров, в которой есть всё, что можно передать из пакета в пакет. Вот скрин из октана
и т.д. Ну, решили не чайники перебрасывать, а что-то еще. Этож R&D, а не архвиз.
Пусть перебрасывают что хотят. Почему так убого нужно делать Виз? Пусть даже такой мусорной сцены. Всё что сделал Автодеск - добавил чайник, настроил свет и камеру, добавил текст. всё было сделано максимально убогим способом.
В какой методички сказано что для Развития и Инноваций надо делать мерзкую графику? Люди которые разбираются в типографике могут получить психологическую травму увидев этот текст на картинке. И это от мирового лидера разработки программного обеспечения для компьютерной графики.
А где там виз? Это принтскрин вьюпорта. Бек кстати - это хдр-ка, которая светит. Если вся эта история не завязнет на версии 0.1, и будет работать так как надо, без геморроя при перегоне в UE, и обратно - то можно забыть про обж, фбикс и т.д. и получать удовольствие ) И мне лично это прям как мёд на раны )
- Отвратительный фильм. Снято ужасно.
- Но мы снимали его на телефон. А сценарий писал школьник.
- Зачем?
- У нас 11 форматов. Мы сделаем один который будет делать всё что нужно.
.
- Теперь у нас 12 форматов.
Мне кажется вы вообще не понимаете зачем этот формат нужен. Это не obj и не fbx для обычной переброски моделек из пакета в пакет для того чтобы сделать что-то там и перебрость дальше, это формат для синхронизации сцен в едином pipeline в возможностью поддерживать кучу низкоуровневых данных + сохранять версии и варинты сцены для переброски между пакетами или передавать их в любой нужный рендер. И у этого формата действительно есть шанс стать центральным в любом рабочем процессе и заменить обмен данными в "родных форматах".
И сцена эта не призвана быть крутой, это не визуализиаци, не для анимации, и не для того чтобы показать как умеет Пиксар. Это просто набор данных, чтобы можно было протестировать импортеры-экспортеры usd на предмет поддержки тех или иных фишек. Сцена эта первоначально была выложена для известного конкурса, любой желающий мог допилить эту сцену, сделать свой "офигенный ренден" и поучаствовать в конкурсе. Можете погуглить эту тему. Теперь ее используют как тест. Все нормально. Если не нравится сцена - сделайте свою, крутую и выложете в интернет, что-бы все могли воспользоваться ей для тестирования.
- What information is exported to USDZ from the 3DS Max model?
The plugin transfers geometries, materials, and textures. It also transfers rigid body (transform) animation, and skeleton animation.
- What versions of 3DS Max are supported?
The plugin supports 3DS Max 2023 and older, it works on Windows.
- What control do I have over the exported USDZ?
Defaults should work automatically for most of the models, setting of the plugin still allows you to control scale of the model, and the up vector to be used.
- I have a problem importing/exporting files?
you may need to change the intermediate file type from the plugin settings.
- Can I move my license from one machine to another?
yes by deactivating the license and reactivate it on a different machine.
- Will my license expire?
A new software key is valid for the latest version of 3DS Max , the license does not expire. If you upgrade your 3DS Max application then you will need to buy an upgrade for a newer version of the plugin, supporting the new 3DS Max .
- Can I use a license with an older version of 3DS Max ?
Yes, the software key can be used to activate the plugin for an older version of 3DS Max.
- How many machines can I activate the plugin on?
A software key can be used to activate the plugin on two machines.
The two machines can be used at the same time.
- Can I move my license from one machine to another?
Yes, a perpetual software key is valid to activate the plugin on two machines. If the user needs to activate a new machine, the plugin needs to be deactivated from the machine no longer used. Deactivation can be done by clicking Deactivate in the Registration dialog.
- How does it work?
With a floating license SimLab Floating Server should be installed on an actual Windows machine, it can serve multiple users. The number of users who can use the plugin at the same time is equal to the number of floating licenses available on the server.
- Should I get floating or a single user license?
Single user software key:
- Belongs to one user, who can use it to activate the application on two machines. It is locked to a particular host.
- A license where many machines can have the software installed, but only a specific number of machines run it at a time. The number of users using the application concurrently equals the number of licenses available on the server.
- If the number of concurrent users is known, it can be more economical than purchasing standalone licenses.
- SimLab floating server should be installed on a Windows machine, and the plugin on any number of machines.
- How can I activate my floating license?
- How to request a trial license? and for how long it would be valid?
Check this page for step by step instructions on how to request and activate a trial license.
Trial licenses are valid for 14 days or 30 trials whichever comes first.
- What information is imported from the USDZ model to 3DS Max?
The plugin transfers geometries, materials, and textures. It also transfers rigid body (transform) animation, and skeleton animation.
- What versions of 3DS Max are supported?
The plugin supports 3DS Max 2023 and older, it works on Windows.
- What control do I have over the imported USDZ?
Defaults should work automatically for most of the models, setting of the plugin still allows you to control scale of the model, and the up vector to be used.
- I have a problem importing/exporting files?
you may need to change the intermediate file type from the plugin settings.
- Can I move my license from one machine to another?
yes by deactivating the license and reactivate it on a different machine.
- Will my license expire?
A new software key is valid for the latest version of 3DS Max , the license does not expire. If you upgrade your 3DS Max application then you will need to buy an upgrade for a newer version of the plugin, supporting the new 3DS Max .
- Can I use a license with an older version of 3DS Max ?
Yes, the software key can be used to activate the plugin for an older version of 3DS Max.
- How many machines can I activate the plugin on?
A software key can be used to activate the plugin on two machines.
The two machines can be used at the same time.
- Can I move my license from one machine to another?
Yes, a perpetual software key is valid to activate the plugin on two machines. If the user needs to activate a new machine, the plugin needs to be deactivated from the machine no longer used. Deactivation can be done by clicking Deactivate in the Registration dialog.
- How does it work?
With a floating license SimLab Floating Server should be installed on an actual Windows machine, it can serve multiple users. The number of users who can use the plugin at the same time is equal to the number of floating licenses available on the server.
- Should I get floating or a single user license?
Single user software key:
- Belongs to one user, who can use it to activate the application on two machines. It is locked to a particular host.
- A license where many machines can have the software installed, but only a specific number of machines run it at a time. The number of users using the application concurrently equals the number of licenses available on the server.
- If the number of concurrent users is known, it can be more economical than purchasing standalone licenses.
- SimLab floating server should be installed on a Windows machine, and the plugin on any number of machines.
- How can I activate my floating license?
- How to request a trial license? and for how long it would be valid?
Check this page for step by step instructions on how to request and activate a trial license.
Trial licenses are valid for 14 days or 30 trials whichever comes first.
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Output Settings
Path: Specifies the export path for your USD scene.
Format: Select the output file type for your USD export.
Time: Select the time frame at which animation data is exported from your scene. Choose Current or Number to specify the frame of animation to export. Choose Frame Range or Animation Range to specify a range of animation frames to export, extracted at a sample/ frame value (note that sample/frame value is limited to 0.01-100). You can select a frame range to export to USD and the animations will be cached into USD.
Note: When you choose Animation Range, the frame range specified is tied to your current Animation Range in the Time Slider.
Animation Export Support
The following is supported in the export of animations:
Splines with Animation data (Transform manipulation, Interpolation changes, Point modification all supported)
Scene Content Settings
Geometry: If selected, mesh geometry is extracted from the scene for USD export.
General Note: Bone objects (including CAT and Biped, export with the purpose set to guide in USD) This means they do not render, and by default are not shown in USDView. To see them in USDView you need to turn on the display of the Guide Purpose.
Mesh Format: Select the format for output meshes.
- Preserve Existing: Exports meshes as is in the scene.
- Convert to Polygons (polyMesh): Converts meshes to polygonal meshes on export. If meshes are triangulated, polygons are created from invisible edges.
- Convert to Triangles (triMesh): Converts all meshes to triangulated meshes on export.
Preserve Edge Orientation: If selected, all mesh faces in the scene to be exported will be made planar. Curved faces in your scene will be split into a collection of planar faces upon export.
Bake Offset Transform: If selected, offset transformations of an object will be baked into their geometry.
Normals: Select the method for exporting surface normals.
- As primvar: Exports normals as USD primvars (recommended). Primvars are “primitive variables”, a special attribute associated with a geometric prim (GPrim) to interpolate attribute values over the surface/volume of a prim.
- As attribute: Exports surface normals as attributes.
- As none: Surface normals are not exported.
Channels (Vertex Colors; UVW): Select the level of export for channels. Choose between All, None and Custom.
If you choose Custom you can configure the following in your channel export:
- Export: Select to include in export.
- Channel: Specifies the map channel ID.
- Target Primvar: Type in the specific primvar to target.
Note: Primvar name can only contain alphanumeric characters and underscores. Also, Primvar name cannot be empty.
- Primvar Type: Specifies the type of primvar for the channel.
Shapes: If selected, shapes are extracted from the scene for USD export. This includes basic curve data that will be extracted to the USD file. Note: Shapes that do not have display in viewport will export as UsdGeomBasisCurves and shapes that display in the viewport will export as UsdGeomMeshes .
Materials: If selected, shading data is extracted from the scene for USD export. Upon USD export, all materials are converted to UsdPreviewSurface shaders.
Best Practice
For best results and to avoid material conversion, prior to export, use the Material Map Browser in 3ds Max to set materials to UsdPreviewSurface by selecting Materials > USD > Usd Preview Surface.
Important: Not all parameters map to UsdPreviewSurface directly. For example, UsdPreviewSurface does not support both "cutout" and "transparency" (it supports one or the other).
Related Concepts: See UsdPreviewSurface in the Pixar USD documentation.
Cameras: If selected, cameras are extracted from the scene for USD export. Different types of cameras can export to USD format. Standard (physical, free and target cameras), 2 types of v-ray cameras and 4 types of Arnold cameras export directly to USD format.
Note: If attribute values are specified to '0' for the USD file, those attributes will be overruled to the following: Fstop 8, Shutter 0.5/F, Exposure of EV 6. Cameras with undefined focus distance attribute will set their focus to be 160 F (similar to a Free Camera setting).
Lights: If selected, lights are extracted from the scene for USD export. All mappable properties of photometric lights export into USD (including Light intensity, Colors, Direction and Type etc.). There is limited ambiant and diffuse multiplier effect support. Photometric SunPositioner exports to USD including sun orientation, mapping color and intensity.
Hidden Objects: If selected, hidden objects will be included in your USD export.
- Use USD Visibility: If selected, hidden objects will be marked as USD invisible on export. Important: visibility discrepancies can occur with this selection (ie. hidden ascendant nodes with visible descendent nodes resulting in hidden due to USD inheritance schema).
General Settings
- Up Axis: Select the upward axis of orientation for your USD scene.
Advanced Settings
Log Data: Select the type of log data to be stored from exporting your scene. By default, log data is not stored.
- Log Path: Specify the file path for log data storage.
View Results in USDView: If selected, the USD file is opened in USDView following the export. Note: For USDView to open, your machine requires python.exe (from having installed 3ds max) and a graphics card. USDView loads the scene exported to both local and network drives.
To accept all your changes to the USD Exporter dialog and complete the USD scene export, select OK or choose Cancel to cancel the export operation.
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USD Overview
USD for Autodesk 3ds Max brings USD technology to the power of 3ds Max. The goal of the USD extension is to utilize USD technology and connect a workflow to 3ds Max.
USD is essentially an extensible scene description and file format. The objective of the 3ds Max USD extension is to let users create, edit, work in, work with and collaborate on USD data, while leveraging cross-platform workflows (ie. Maya and 3ds Max). USD has been quickly adopted across the industry for the following reasons:
The implementation of USD in 3ds Max enables you to participate in USD pipelines/workflows. By enabling USD data to flow in and out of Max, you can take advantage of the following key benefits of USD: supporting DCC-agnostic pipelines, workflows, and enabling non-linear collaboration.
Important: This documentation covers USD concepts and examples for new users using the 3ds Max interface with USD. For advanced documentation guiding python and scripting users, visit the MaxScript USD Documentation.
Related Concepts: USD is an extensive framework that includes unique concepts and terms that may seem foreign to even experienced 3ds Max users. 3ds Max USD documentation covers workflows and interface elements that are unique to 3ds Max, but it does not include a USD glossary or a complete overview of USD concepts. We've adopted USD-specific terminology to keep the experience consistent for advanced users, but these terms may be unfamiliar to beginners. If you're new to USD concepts, please see Pixar's Introduction to USD and Pixar USD Glossary for a great primer.
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