Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
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Hello!
OpenSpace3D 1.30 summer release is available!
Note that OpenGL renderer is now the default settings. And HTC Vive works only in OpenGL mode on this version.
1.30 – 07/28/2017
PlugITs:
– Add “OpenVR controller” plugIT for VR headsets support (OpenGL only)
– Add “Bounding box” plugIT to show the bounding box of an object
– Add “Physics ray impulse” pluIT to manage gun shoot
– Add “Physics impulse point” to manage force fields and explosions
– Add “Material point size” plugIT
– Update “FPS controller” plugIT to manage VR control, use forces to move
– Update “Screenshot” plugIT to take screenshot with transparent background and with higher resolution than the screen
– Update “Mouse” plugIT to return the object it hovers over
– Update “Physics tools” plugIT add gravity state
– Update “Advanced raycast” plugIT to allow for several modes
– Update “Examine view” plugIT to manage orthographic view and show unit scale
– Update “Orientation sensor” plugIT to manage offset
– Update “AR marker” plugIT
– Correction of several minor bug
Editor:
– Add material editor
– Add points cloud support
– Add assets for 360 camera
– Add “VR shooting gallery”, “architecture” and “materials” demos
– Add body type preview when editing the physics settings of an object
– Update the import tool with a lot of import options
– Updates on several demos
– Changes in the behavior of the default light, now manageable in the scene tree
– Optimizations on scene load for meshes with a large number of subentities
– Correction on audio affecting FPS when no sound device connected
– Minor bug corrections
– Online documentation updated
Core / Scol:
– Update 3D engine to Ogre 1.10.7
– Add OpenURL for MacOS / iOS / Linux
– Shader generation on material load
– Optimizations for big meshes
– Optimizations on shadows and SSAO
– Optimizations on Advanced raycast
– Changes on physics update
– Change default renderer to OpenGL on Windows
– Changes to support the stereo on HTC Vive
– Corrections on shadows
– Correction on fullscreen with scaled monitor on windows
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I have some trainees that help a lot also The credits also goes to them.
the materials list is on the second tab of the editor tree
you can then edit / add / remove materials
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Thanks to all the OS3D team, you always surprise us.
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Congratulations to the entire OS3D development team, particularly for Arkeon. I know many solutions and technologies around the world and I'm sure that OpenSpace3D is the authoring environment that evolves with more speed and quality.
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Awesome!! Congratulations to Arkeon & the team
Download Now!!
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Hi, Arkeon
I am happy because there is a new version of OS3D, I install it and the first thing I notice is that the marker does not appear in the viewer, my question is, will not it be possible to see it? Or is there another way to see it on screen?
There will also be files that you make with previous versions and the marker and 3d models are no longer visible.
I attached you link from my OS3d screen.
http://www.mediafire.com/file/1cgxnuma6 … a_os3d.JPG
Also notice that the arrows do not appear to move, scale or rotate, it is part of the new version or my OS3D has some flaw.
Is there a link where I can download and return to the previous version 1.22, while I understand the new version 1.30.
Greetings.
Last edited by Legrafc (29-Jul-2017 05:37:06)
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Hello Arkeon,
how do you set to take screenshot with higher resolution?
i doubled screenshot width & height but get split image
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Hello
@Legrafc what is your graphic card ? are your drivers up to date ? check the scol voyager settings dans tell me is you are in OpenGL or directx ?
@shahbiz8 what do you mean by "get split image" ?
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I mean have 12 parts of the same screenshot image
Now I know why it happen.
take a screenshot with high resolution work if in same scene (.xos)
if use instantiate plugit to import scene, you will get part of image.
I have tested it
look at image below. the cube in same scene (.xos) and background in instantiate scene
https://drive.google.com/file/d/0B1bKWJ … sp=sharing
Last edited by shahbiz8 (29-Jul-2017 15:23:36)
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Ho ok no this is only the background image that is repeated.
With this method you can only use overlays and background image when you use the screen size. otherwise it will be repeated.
To avoid that you an use a tiled background image
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hello Arkeon,
can you test by add ar capture inst, then take screenshot.
you will get like this image
https://drive.google.com/file/d/0B1bKWJ … sp=sharing
i make AR app, maybe happen because of that
Last edited by shahbiz8 (29-Jul-2017 16:17:07)
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Hi Arkeon
In the "Setup" window of "Scol" in the "Render methode" option I put the OpenGL option are already visible 3d models and "move, rotate and scale" options, I always had it in DirectX and I did not have any problem..
There was no need to install it again.
I had not read your "note" that you wrote of OpenGL, ...it was my mistake
https://www.mediafire.com/?263dozm61pmzzax
It seems that everything is already correct, I will have to do exercises to know the new features of OS3D.
Thanks for your help..
Last edited by Legrafc (29-Jul-2017 17:06:16)
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@shahbiz8 yes ar capture puts the camera in background but also change the camera matrix that is also not supported by the screenshot plugit in higher resolution. Maybe I could manage this cases later.
Thanks ATHOSA
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I think that it's the new OGRE. Apparently there is a new method of rendering the scene to a directX. OpenGL does not change. Me how there wasn't shades as they do not.
did the scene test materials, all quickly, without problems. Shadows in OpenGL I do not have.
https://www.youtube.com/watch?v=xM7M10Ek5ck
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It's working good on nvidia
I just test on a very old computer with ATI radeon card and I get the same behavior than yours.
Does it means AMD have the same issues for more than 10 years ?
It's related to the shader generation I made for materials. it seems the card do not manage correctly my shaders with CG and ps_3 profile. (I continue to investigate)
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I'm not sure to understand the question, but for cube maps try this http://wiki.polycount.com/wiki/Cube_map
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noticed another peculiarity: FPS squander if on the scene there are many objects with materials. Earlier, the FPS was always stable
video with the shadows. Found that there were artifacts on the texture.
https://www.youtube.com/watch?v=ZS9-f3APy-4
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turned off the texture of the "two sides" the artifacts are gone. Turned off the default light. And everything became as it is more beautiful.
https://www.youtube.com/watch?v=Sw11qx2 … e=youtu.be
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Hello,
generated shaders can only manage 3 lights at the same time because multipass shaders to manage more lights should make the render very costly this way.
Yes double side materials make the shadow flickering. This is because in previous version I set a huge shadow bias to avoid that, but the shadow was translated too much and it was crappy. So since there is now a material editor I think it's better to apply a very small bias and the user can correct his scene by removing double side on material.
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