3d:export-runtime

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3d:export-runtime [2026/03/13 14:00] – [Large sets of little objects] mh3d:export-runtime [2026/03/13 14:57] (current) – [2. Non-Emissive Bottles / Jars] mh
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 ====== Exporting for Real-Time Engines ====== ====== Exporting for Real-Time Engines ======
 +
 +===== Scene Categories =====
 +
 +Objects in the scene fall into three groups:
 +
 +Static scenery
 +  * books
 +  * static bottles
 +  * clutter
 +  * merged per section
 +
 +Dynamic visual actors
 +  * emissive potion liquids
 +  * magical orbs
 +
 +Hero props
 +  * telescope
 +  * cauldron
 +  * large standalone objects
 +
 +Each category follows a different export strategy.
 +
 +-----
 +
 +===== Result =====
 +
 +Clean GLB structure with:
 +
 +  * low object count for scenery
 +  * independent meshes for runtime effects
 +  * shared materials
 +  * predictable pivot points
 +
 +This structure is optimal for real-time engines.
 +
 +----
 +
  
 ===== Baking Textures ===== ===== Baking Textures =====
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   * Export   * Export
  
-====== Large sets of little objects ======+===== Large sets of little objects =====
  
-===== General Principles =====+==== General Principles ====
  
-* Empties and helper hierarchies are modeling tools only → remove them before export+  * Empties and helper hierarchies are modeling tools only → remove them before export.
-* Objects that require runtime control (emission animation, transparency sorting, etc.) should remain separate meshes. +
-* Static decorative elements can be merged per spatial section to reduce node count. +
-* Avoid procedural materials in exported assets → use simple BSDF or baked textures. +
-  - **Remove All Empties:** they’re modeling scaffolding. +
-  - **Group by Logical Zones** not By Asset Type Think in terms of: Bookshelf_Section_Accessories_01/Workbench_Accessories_01/BackWall_Accessories_01 +
-    - Frustum culling works better by spatial grouping. If a bookshelf is off camera, the whole cluster disappears. +
-    - If everything is one giant “AllDecor” mesh, nothing gets culled.+
  
 +  * Objects that require runtime control (animation, emission, transparency, etc.) should remain separate meshes.
  
-====== Bottles Jars Workflow for Real-Time Export ======+  * Static decorative elements can be merged per spatial section to reduce node count. 
 +    * Think in terms of: Bookshelf_Section_Accessories_01/Workbench_Accessories_01/BackWall_Accessories_01 
 +    * Frustum culling works better by spatial grouping. If a bookshelf is off camera, the whole cluster disappears. 
 +    * If everything is one giant “AllDecor” mesh, nothing gets culled.
  
 +  * Avoid procedural materials in exported assets → use simple BSDF or baked textures.
  
  
------ 
  
-===== Bottle Types in the Scene =====+==== Bottles / Jars Workflow for Real-Time Export ==== 
  
 Two main bottle structures exist in the scene: Two main bottle structures exist in the scene:
  
-1) Emissive potion bottles +  - Emissive potion bottles 
-2) Non-emissive bottles/jars+  Non-emissive bottles/jars
  
 Each type should be prepared differently for export. Each type should be prepared differently for export.
  
------ 
  
-===== 1. Emissive Potion Bottles =====+==== 1. Emissive Potion Bottles ====
  
 Structure per bottle: Structure per bottle:
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   * Each emissive liquid remains an independent mesh for animation.   * Each emissive liquid remains an independent mesh for animation.
  
------ +==== 2. Non-Emissive Bottles / Jars ====
- +
-===== 2. Non-Emissive Bottles / Jars =====+
  
 Structure per bottle: Structure per bottle:
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   * Transparency sorting remains stable because liquid and glass share the same object.   * Transparency sorting remains stable because liquid and glass share the same object.
  
-These static bottles can then be merged with other decorative elements in the same spatial section.+These static bottles can then be merged with other decorative elements in the same spatial section, or kept separate and joined together as a "transparent" set.
  
 Example: Example:
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 ----- -----
- 
-===== Scene Categories ===== 
- 
-Objects in the scene fall into three groups: 
- 
-Static scenery 
-  * books 
-  * static bottles 
-  * clutter 
-  * merged per section 
- 
-Dynamic visual actors 
-  * emissive potion liquids 
-  * magical orbs 
- 
-Hero props 
-  * telescope 
-  * cauldron 
-  * large standalone objects 
- 
-Each category follows a different export strategy. 
- 
------ 
- 
-===== Result ===== 
- 
-Clean GLB structure with: 
- 
-  * low object count for scenery 
-  * independent meshes for runtime effects 
-  * shared materials 
-  * predictable pivot points 
- 
-This structure is optimal for real-time engines such as Kinetic, Unity, or Unreal. 
-``` 
  
  • 3d/export-runtime.1773406849.txt.gz
  • Last modified: 2026/03/13 14:00
  • by mh