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Like VRML, more capable and better looking, but also more complicated and rather proprietary? Taking straightforward rendering of scenes with a 3D engine's gen
by HelloNurse 6y ago
Like VRML, more capable and better looking, but also more complicated and rather proprietary?
Taking straightforward rendering of scenes with a 3D engine's general purpose lighting, material etc. systems as a baseline, what kinds of applications would find the kind of object model this library supports more useful than fancy 3D models and fancy shaders and algorithms?
- jcelerier 6y ago> Like VRML, more capable and better looking, hopefully ! > but also more complicated and rather proprietary? Kuesa Runtime is under AGPL license and provides a lot: https://github.com/KDAB/kuesa https://github.com/KDAB/kuesa > what kinds of applications would find the kind of object model this library supports more useful than fancy 3D models and fancy shaders and algorithms? There will be a webinar in two days in which questions can be asked, etc. - as I'm not sure I could provide as good answers as the ones you will get there: https://us02web.zoom.us/webinar/register/WN_mSYcLpsKSE-E3KUaVk3oyg https://us02web.zoom.us/webinar/register/WN_mSYcLpsKSE-E3KUa...
- nybble41 6y agoIs it possible to use the runtime with glTF2 files exported directly from Blender[1], i.e. without involving Kuesa 3D Studio? If so, are there any features of the runtime that can only be utilized in combination with Kuesa 3D Studio? For the features which could be utilized on on their own (if any), what are the advantages of working in Kuesa 3D Studio rather than exporting straight from Blender? [1] https://docs.blender.org/manual/en/2.80/addons/io_scene_gltf2.html https://docs.blender.org/manual/en/2.80/addons/io_scene_gltf...
- jcelerier 6y ago> Is it possible to use the runtime with glTF2 files exported directly from Blender[1], i.e. without involving Kuesa 3D Studio? Yes, there's no magic involved, Kuesa Runtime loads any glTF 2.0 just fine. Note that the runtime being offered under AGPLv3 as open-source license, implies that you'll have to make your whole application available under the same license too if you use it that way (or buy a commercial license). > If so, are there any features of the runtime that can only be utilized in combination with Kuesa 3D Studio? For instance, Kuesa Studio comes with the IRO Material add-on for Blender. Kuesa Runtime loads IRO materials just fine on its own, but the point of those is that the artist who will work in Blender can create assets that will look almost exactly (in Blender) as the GL rendering in the actual application. Likewise, Kuesa Studio provides Kuesa layer support in Blender, which allows to have various layers of things that can be enabled / disabled at run-time. The whole spec is open and the runtime has no trouble loading layers - it's just much more cumbersome to go and edit your glTF file by hand to add them, rather than telling your designer to set the correct field in Blender :-) A third thing is glTF export of animation of properties (https://github.com/KhronosGroup/glTF/pull/1301/files/c72ffabee4b801ce30c77277bba37fa4179185bd#diff-8926efe631f6b23fcdbffb01733ec488 https://github.com/KhronosGroup/glTF/pull/1301/files/c72ffab...). There are also other useful tools provided with Kuesa Studio - an asset compressor which helps reducing the size of your glTF 2 content in order to compare and improve load times, a minimal viewer, etc. - basically all tools to improve the workflow of getting your asset from the designer's tool to your app or device and being able to check that "everything is fine" at every state of the pipeline.