EON Raptor™ 5.5 Features
Introduction
EON Raptor™ (hereinafter Raptor) is a 3ds max plug-in (version
4 or later) that enables you to display and interact 3ds max content
in real-time with intuitive controls. Simple interactive behaviors can
also be authored rapidly without leaving 3ds max.
The completed application can then be published to a web page for viewing
with a browser, exported to a standalone file for viewing with the free
EON Viewer™ application or exported to EON Studio™ for further
editing to create even more complex 3D applications. EON Studio is a
complete visual authoring tool for creating 3D interactive applications,
with support for high-end VR hardware and powerful user-extensible components.
With the use of Raptor, the 3ds max user can create interactive walkthroughs
and design reviews within minutes, saving time and costs and offering
a more flexible design tool due to its interactive nature.
Raptor provides the following features:
- Real-time 3D visualization.
- Seamless integration with 3ds max 4.0 or later.
- Full-screen support.
- Intuitive navigation and user interface.
- Support for quick and easy distribution of content over the Internet.
- Html templates for rapid Web integration.
- Highly compressed file format with support for user-customizable
geometry and texture compressions.
- All 3ds max contents can be exported, including animations, lights,
cameras, parent-child relationships, pivot point, multi-materials,
etc.
- Interactions can be created to trigger animations by clicking on
selected objects.
- Export radiosity solutions either as lightmaps (texture baking)
or vertex color data.
The complete User Guide and Reference Guide can be found here.
What is being exported
| |
| Element |
Comments |
| Geometry |
All geometrical objects that can convert
themselves to triangle-based polygonal objects are exported. |
| ... |
Polygon
objects |
. |
| Vertex
color |
.Alpha
component is not exported in current version (2.0) |
| Nurbs
objects |
. |
| Material |
Ambient color, Diffuse color, Specular
color, Specular Level, Glossiness and Opacity setting are converted. |
| . |
Map channels |
|
| . |
|
Diffuse |
Only channel type of
Bitmap is properly supported; for other types a rendering (256x256
pixels) of the map is made and used as texture. |
| . |
|
Bump map |
The texture in this map
channel is interpreted as a normal map, to be used to create
real-time bump map effects. Note that a normal map, although
similar, is not the same as the height field texture being used
by 3ds max to create bump map effects. You can use the render-to-texture
command in 3ds max 6 or other texture tools to convert the height
field textures to normal maps.
NOTE: a programmable graphics card such as
GeforceFX 5200 or higher or ATI 9500 or higher is required to
show the bump effects. If your deployment target machine does
not have such a graphics card, you should not use/enable the
bump map channel, otherwise the whole material will be rendered
incorrectly. |
| . |
|
Self illumination |
The texture is interpreted
as a dark map, i.e. the base layer (diffuse channel) will be
modulated by this texture to form the final material color.
These kinds of maps are commonly used to provide a static global
illumination lighting to an environment. The render-to-texture
command in 3ds max can be used to create these textures automatically.
NOTE: a programmable graphics card such as GeforceFX
5200 or higher or ATI 9500 or higher is required to show this
rendering effect. If your deployment target machine does not
have such a graphics card, you should not use/enable this channel,
otherwise the whole material will be rendered incorrectly. |
| . |
|
Reflection |
If neither bump map nor
self-illumination channel is defined, this map is interpreted
as an environment reflection map, adding on top of the base
layer (diffuse channel).
If either bump map or self-illumination channel is enabled,
the texture in this channel is being used as a cube map, providing
a more efficient and correct reflection.
To create a cube map, you can use an advanced rendering tool
such as the VRay rendering plugin, or you can render the 6 images
manually and then stitch them together using the Texture Tool
in the Microsoft DirectX 9.0 SDK.
NOTE: a programmable graphics card such as GeforceFX
5200 or higher or ATI 9500 or higher is required to show this
rendering effect. If your deployment target machine does not
have such a graphics card, you should not use/enable this channel,
otherwise the whole material will be rendered incorrectly. |
| Texture |
If Summed Area Filtering is chosen,
the texture is mip-mapped in EON. If you want to use alpha-transparency
in texture, PNG format must be used.
Tiling, Offset and other map transformation parameters on
the Material Editor is not used. To control the tiling and
other mapping parameters, apply a UVW Map modifier.
All bitmap formats readable by 3ds max are supported. However,
all formats except PNG and JPEG are converted to PNG, as EON
natively only supports PPM, PNG and JPEG.
Furthermore, images of size not divisible with power-of-2
are automatically scaled to nearest power-of-2 size and saved
in PNG format. |
| Animation |
If an object is animated,
its position, orientation and scaling are sampled at each frame. |
|
New features in Raptor 5.5
Added support for 3ds max 8
Added a new control to set the texture format when creating a distribution
file (EDZ).
The following texture formats can be chosen when creating a distribution
file:
AUTO
(let Raptor select the most suitable format)
PNG
(8-bit alpha, suitable for interface images and other places where lossless
compression is essential)
JPEG2000 (not recommended
if the image contains alpha channel, best compression)
DDS DXT1 (no alpha
or 1-bit alpha, best compression of all DDS file formats)
DDS DXT3 (4-bit explicit
alpha, most suitable for textures with sharply contrasting translucent/opaque
areas)
DDS DXT5 (4-bit interpolated
alpha, most suitable for textures with soft gradients and where alpha
areas vary less wildely)
Note: to set individual texture compression format for
each texture, you have to export to EOZ file and set this up in EON
Studio.
Texture compression is no longer previewed in the EON Raptor window
Due to long compression time if working with big textures, the preview
of compressed textures in the EON Raptor window is now by default turned
off. To see how the compression affects the texture appearance, you
have to select the Preview Compression option on the Raptor Texture
Compression panel.
Animation Sampling Rate is now configurable
In the previous version, the sampling rate is always locked to 1
sample per animation. It is now possible to set this to a custom value,
to avoid excessive large amount of keyframes. Please check the Animation
Sampling Rate controls for further information.
Generation of Mipmap levels for textures is now configurable
Generation of mipmap levels for all textures can now be turned on/off
using the new control on the Raptor Texture Compression panel.
|