This plug-in is for generating ambient occlusion via OpenGL. It
uses hardware-accelerated OpenGL calls, instead of ray-tracing, to
calculate and set a per-vertex ambient-occlusion factor. A
HemiCube is used to sample the environment's visibility.
The results are stored in the object's vertex-colors and
can also be baked to a texture through autouv.
The screen-shot to the left shows an object (with edges turned
off) and a default grid acting as a ground-plane. It rendered in
2 seconds on my hardware (GeForce 7300 GT). Here are some key
features and hints for use:
Real Ambient Occlusion, not an OpenGL
shader
Works with very old video cards
Bakes the AO to the object's vertex colors
Adds an ambient light, and shuts off any other lights
Materials/hard edges are ignored
All objects in the scene will occlude each other
How To Bake Ambient-Occlusion to a Texture via
AutoUV:
Prepare to uv-map your model by marking seams with hard
edges
Run Tools -> Ambient-Occlusion
Run AutoUV, and unfold your model again
Right-click in AutoUV, choose "Create Texture" and
Set Draw Faces to Use (previous) Texture/Vertex colors
Delete the Draw Edges pass or set it to None
Basically, it works by placing a camera at each vertex, pointing
it in the same direction as the vertex normal, rendering a hemicube to an
auxiliary framebuffer, then calculating the occlusion
factor by simple addition and division.
I'll probably add an option to automatically use an infinite
ground plane later on. For now you can just use a grid object,
along with Tools->Put on Ground. The screen-shot to
the right shows an object without a ground-plane. Note that it
is much brighter because there's nothing underneath the object
to occlude.
Wings3D
The Special Edition
Wings-0.98.37-SE: After a long time being stuck
with 0.98.36, I released the first SE edition for all 3
platforms. The SE stands for SpecialEdition,
although some have called it the Scorpius Edition. Here
are the installers: WinXP,
Linux,
MacOSX.
Wings-0.99.03-SE: Here's a new release that has
some cool stuff:
1. Alt-click to select edge-loops.
2. OpenGL 2.0 Shaders and Yoda.
3. Anti-Aliasing of polygons/images.
4. Multiple Proxy Subdivision-Levels.
Get it now: WinXP,
Linux,
MacOSX.
Wings-0.99.04-SE: Here's a new build that
includes everything in the current SVN branch. However,
Multiple Proxy Subdivision-Levels has been removed due to
bugs.
Get it now: WinXP,
Linux,
MacOSX.
Wings-0.99.54-SE: Here's another SE preview
release that features everything in the current SVN branch. Most
notable is the rewrite of the Inset command.
Get it now: WinXP,
Linux,
MacOSX.
Wings3D
Icon Theme Bundles
Blue Cube: My first icon theme pack that
features a slightly bluish cast. Check out the Screen Shot. To install,
download and put this bundle in your wings\ebin
directory.
Purple Tube: My second icon theme is based on
cylinders and has a purple color cast. Also added some new file
(open/save) and history (back/forward) icons on the toolbar.
OSx: A knock off of the famous Macintosh OS X
Aqua interface. Currently not available.
Book Info: Making icons at 16x16 pixels is a
little tricky. There's a very interesting and informative book
about the subject: Icon Design, by Steve Caplin.
Wings3D
Primitive-Creating Plug-Ins
Knot: Generates a minimal torus knot with the
least amount of verts and faces. It is meant to be used as an
input mesh for the Catmull-Clark subdivision algorithm. Smooth
it a few times to round it out.
Gear: Generates a very simple gear. Allows the
user to specify the number of teeth and the tooth height. I also
added a thickness parameter. This is just a variation of
my disc primitive.
Plane: Generates four types of planes. I always
believed that every polygon modeler should have a plane
primitive. This plugin was removed from a previous release
because it created invalid objects. This has now been fixed by
adding a thickness parameter.
Torus: Generates three types of tori. Allows
the user to specify the U/V resolution and the major/minor
radius. The U resolution is the number of faces that will be
generated along the path of the major radius; the V resolution,
along the path of the minor radius.
Ncube: Generates a cube with an arbitrary level
of subdivisions (just specify the number of cuts per edge). It
may prove to be useful for users that favor the box-modeling
technique.
Ngon: Generates a polygon with an arbitrary
number of vertices. This may look like a single-sided polygon
but, in fact, has two faces; it is a true manifold mesh, and a
valid wings object.
Tube: Generates a simple, hollow tube or pipe
with an actual wall-thickness. Allows the user to specify the
inner and outer radius as well as the resolution of the tube.
Geodome: Generates a geodesic dome. Allows the
user to specify the level of subdivision, and offers three
different base objects. Now allows for any frequency level!
Lightwave & Modo Export: Each object is
placed on its own named layer; materials and material names are
preserved; exports vertex colors and UV coordinates as well.
Utah TeaPot: This will be a cool plugin, but
first I must figure out how to remove duplicate verts based on a
threshold (and convert the teapot data into a manifold).
All of these primitives are now generated as closed meshes or
manifolds that obey Euler's verts+faces-edges=2
equation.
Installation Notes: Extract the archive to the
wings3d/plugins/primitives directory. The new primitives
will appear under the More menu. (Most of these plugins depend on the included
meshtools and vectors modules—make sure that
both are copied into your plugins directory so that they can be
found). Tested with Ver 0.98.17f through 0.98.34. Get the
compiled Beams Wings3D-Plugins.zip or just the
source Wings3D-Plugins-source.zip.