Differences
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| Both sides previous revision Previous revision Next revision | Previous revision | ||
| 3d:export-runtime [2026/03/13 14:05] – [1. Emissive Potion Bottles] mh | 3d: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 ===== | ||
| 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 224: | 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 246: | 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. | ||
| - | ``` | ||