Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
| 3d:export-runtime [2026/03/13 14:01] – [Bottles / Jars Workflow for Real-Time Export] mh | 3d:export-runtime [2026/03/13 14:57] (current) – [2. Non-Emissive Bottles / Jars] mh | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| ====== 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 ===== | ||
| Line 139: | Line 176: | ||
| * 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. | + | |
| - | * 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/ | + | |
| - | - 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, | ||
| - | ====== Bottles | + | * Static decorative elements can be merged per spatial section to reduce node count. |
| + | * Think in terms of: Bookshelf_Section_Accessories_01/Workbench_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. | ||
| + | |||
| + | |||
| + | |||
| + | ==== Bottles / Jars Workflow for Real-Time Export ==== | ||
| - | ===== Bottle Types in the Scene ===== | ||
| 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/ | + | |
| 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: | ||
| Line 202: | Line 239: | ||
| * 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: | ||
| Line 226: | Line 261: | ||
| * 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 " |
| Example: | Example: | ||
| Line 248: | Line 283: | ||
| ----- | ----- | ||
| - | |||
| - | ===== 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. | ||
| - | ``` | ||