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 Q&A Deep Creator 2.3
Phillip Trotter, Product Manager
Right Hemisphere, December 2006
 

 

 

"Combining the different lighting techniques from light maps, real time lights and real time shadows enables highly realistic scenes and applications as shown in this image to be created easily in Deep Creator."

 

< Right Hemisphere Deep Creator

   
Q1 Could you please give a brief presentation of Right Hemisphere's Deep Creator.
A1

Deep Creator™ is a powerful authoring application to create interactive 3D environments, simulation and visualization applications for training, support sales and marketing communications.
Deep Creator has an integrated unified development environment which includes:
- 3D modeler and 3D Scene composition tools,
- event animation and key frame animation authoring tools,
- user interface widgets
- a powerful scripting engine
- real time physics engine
- texture creator and UV tools
- pixel and vertex shader authoring
Deep Creator’s unified workflow and what you see is what you get (WYSIWYG) authoring environment enables media developers to focus on content creation and application development rather than using multiple software packages to create their interactive 3D application.
Integrated workflow with Right Hemisphere’s Deep Exploration and Deep Server products based on the RH file format enables Deep Creator to be used with repurposed CAD data (via DE/DS) and DCC data from applications like Max and Maya.
Deep Creator’s in build modeling capabilities facilitate creation of new models and content where other data does not exist or is not available.
Deep Creator 2.3 (to be released on 20th December 2006) provides support for publishing output to web viewer, executable, single screen passive stereo, larger area mono- power-wall presentations. Deep Creator is priced at $1995 and available from www.righthemisphere.com

   
Q2 Deep Creator can import a large range of 3D formats, do you plan to add Collada or FBX?
A2 Deep Creator currently supports over 30 3D file formats for direct import. When used in conjunction with Right Hemisphere Deep Exploration, the right hemisphere workflow supports over 80 file import formats supported including all leading CAD e.g. Catia, ProE, and digital content creation applications.
Right Hemisphere’s support for COLLADA and FBX will first appear in the next version of Deep Exploration available in Early 2007. Data exported to Collada or FBX file formats can be converted with this version of Deep Exploration to the RH file format supported by Deep Creator and imported. Direct Collada and FBX support are planned for Deep Creator in mid to late 2007.
   
Q3 Is it easy to create interactions with 3D objects using Deep Creator?
A3 Creating interactions with Deep Creator is extremely easy and requires only a few mouse clicks.1. Simply select the object in the scene Objects tree you wish to add interactivity to
2. Select the Objects animations property tab, and press the Add animation button.
3. Choose the interactive animation you wish to apply from the pop up menu.

That’s all there is to it.

Once the animation has been selected and the animation properties set to what you want, simply press play on the main toolbar – and you can interact with your object.

   
Q4 There are several ways to illuminate the scene : lightmaps, lights, realtime shadows. Could you please present the different ways?
A4

Light maps and textures
Light maps and textures are used to bake in lighting to a scene and great for including shadows for non moving objects. Light maps help deliver realism in large environments. Light maps can be generated in Deep Creator or imported from Deep Exploration or 3rd party tool such as Max or Maya.
The following images show the impact of using light maps and textures together in increasing visual realism for visual simulations and presentations. The light map and scene was imported from Autodesk 3DS Max.

Lights
The Deep Creator light model generalizes light into two types: ambient light, and direct light. Each has different attributes, and each interacts with the material of a surface in different ways.
Ambient light is light that has been scattered so much that its direction and source are indeterminate. The indirect lighting, used by photographers, is a good example of ambient light. In Deep Creator ambient light is a property of the scene and is set in the scene settings dialogue.
Direct light is the light generated by a source within a scene such as a light object; it always has color and intensity, and it travels in a specified direction. Direct light interacts with the material of a surface to create specular highlights, and its direction is used as a factor in shading algorithms, including Gouraud shading and when computing Deep Creator generated light maps.
Deep Creator supports three standard direct light types, point, directional and spot lights:
Point lights: A light bulb is a good example of a point light. In Deep Creator Point lights are affected by attenuation and range, and illuminate a mesh on a vertex-by-vertex basis.
Directional lights: In Deep Creator directional lights have only color and direction, not position. In some ways its best to imagine a Deep Creator directional light as a light source at a near infinite distance, such as the sun
Spot lights: Spotlights have color, position, and direction in which they emit light. Light emitted from a spotlight is made up of a bright inner cone and a larger outer cone, with the light intensity diminishing between the two. In Deep Creator spot lights are affected by falloff, attenuation, and range.
The properties of Deep Creator Real time lights can also be used by pixel and vertex shaders in Deep Creator authored applications


Real time shadows
Real time shadows differ to light maps in that they are dynamic and calculated as the Deep Creator scene is interacted with.
Deep Creator supports 4 types of real time shadow as illustrated.
Why support four types of shadow? Well when building real time applications each shadow type has its own benefits and differing computation costs, so we support 4 types to enable artists and media developers choose which is most appropriate for their application development.
In Deep Creator shadows are an alteration that can be assigned to most geometric objects.  In Deep Creator – alterations modify or alter an object (hence the name) and are easily applied to objects, just like interactive animations, with a few mouse clicks.
After a shadow alteration is assigned to an object, a specific light in the scene must be assigned to that shadow. Each type of shadow can be assigned a color and opacity. If you want a shadow to cast from multiple sources of light, then multiple shadow alterations must be added to the same object.  Lights assigned to shadows can be animated.
Only objects with shadow alterations will cast dynamic shadows in a scene that react to moving lights.

   
Q5 Is it possible to import 3D data such as : several map channels (diffuse, bump...), bones from 3ds max, Maya or Softimage?
A5 Yes – Many of our professional media development customers import objects and scenes (including all meshes, related maps and animations) directly from 3DS Max, Maya and SoftImage XSI into Deep Creator for use in training simulations, media presentations and games. One of the reasons Deep Creator has become popular with professional media developers is its tight integration with Max and Maya and ability to use CAD data through Right Hemisphere’s acclaimed import technologies.
   
Q6 Deep Creator can publish contents to IE and .EXE (also screensavers). Do you plan to support other platforms such as FireFox and MacOSX?
A6 Currently the freely distributable Deep Creator Viewer can be used as a stand alone application, or packaged with a scene as an encrypted executable (.exe) and as an Active X control for Internet Explorer and other Microsoft Windows based applications (and also to generate screen savers). When you publish a scene from Deep Creator you can choose which output type you wish to publish.
Currently because the viewing control for web pages is activeX based it is limited to Internet Explorer. We are considering Firefox/Mozilla support for future releases but no date is currently set.
Deep Creator is based on Microsoft DirectX – so MacOSX support is not planned. (However if you have a dual boot Mac using Apple BootCamp and a Window’s XP license you can enjoy DC on Mac hardware ;-) )
   
Q7 Deep Creator can export 3D mesh to U3D (for Acrobat 3D). Is it possible to export interactions?
A7 3D PDF is a great development for the 3D marketplace and really helps bring 3D applications into the mainstream focus. Right Hemisphere continues to work very closely with Adobe to develop the 3D PDF solution and Adobe licenses our 3D viewing technologies for PDF’s 3D display capabilities.
If you create key frame animations in Deep Creator these can be exported with meshes and materials into U3D for use in 3D PDF publishing. However Deep Creator interactive event animations cannot be.
The reason for this is, while there is some overlap in base functionality between Acrobat 3D /3D PDF and Deep Creator, the use cases are very different. Deep Creator scenes are capable of hosting higher degree’s of interactivity and user interaction and lend themselves to more immersive or highly interactive direct manipulation type of 3D applications which are currently outside of the 3D PDF platform.
We usually recommend that if you need your content to appear in both output formats (PDF and DC) to create your key frame animations in either Acrobat 3D or Deep Exploration and then save as U3D or RH file format. You can then publish to PDF from Acrobat 3D or Deep Exploration and import your 3D file (U3D or RH) complete with key frame animations into Deep Creator for additional interaction and publishing options.
   
Q8 What are the new features of the new release of Deep Creator?
A8 The new release of Deep Creator will be available from Right Hemisphere in late December 2006.
New User Interface: The most obvious new feature – is a new User interface. In the 2.3 release we update the look and feel, added the ability to customize toolbars so you can customize the interface to meet your workflow requirements and added dual monitor support since a lot of our customers were asking for this since it was there preferred working style.
Scene Set Up Wizards: One of our primary development goals for Deep Creator was and still is to keep the product easy to use as we augment its functionality.In addition to the user interface enhancements we added scene set up wizards that provide a quick and easy means of setting up large portions of a scene for training, walkthrough visualizations, and product presentations.
Integration with Right Hemisphere Enterprise solutions. We have a tighter integration with the Right Hemisphere Deep Server™ enterprise software product both with support for the .rh 4 file format and through Deep Server Gateway tools which enable for seamless workflow and data exchange across Right Hemisphere server and desktop products. This was important for a lot of our enterprise manufacturing customers who use DC for creating product training simulations.
New Physics Engine We updated the in-built physics engine to a new real-time physics simulation engine based on the popular Newton Game Dynamics Engine. Not only is this a lot of fun, it enables more complex complex rigid body simulations and fully interactive virtual environments to be easily authored with Deep Creator
Improved Shader support We have Improved real-time shader and materials support to give media developers more flexibility to build various types of 3D applications such as kiosks, point of sale, powerwall and stereo presentations that exploit modern graphics capabilities to the fullest extent.
Stereo and Power wall support in standard release. Many of our customers have seen us demonstrate Stereo and powerwall support at trade shows such as SIGGRAPH and IITSEC and asked us how we did this. So in 2.3 we add Stereo and power wall display support as a standard viewing capability to allow media and training development teams to showcase new designs and content.
In addition to these main items there have been literally hundreds of small improvements throughout the product based on customer feedback.
   
   
   
 
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