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What's
New with Virtools Dev 3.0
With its new productivity
enhancement features, Virtools Dev 3.0 is poised to make
your interactive 3D production process faster than ever, and your
teamwork management smoother and more efficient. The Action Manager,
NXN alienbrain asset management integration, and the Virtools
Interface SDK all facilitate your development process to improve
your production cycle.
Dev 3.0's ground-breaking technology now supports
programmable Vertex and Pixel Shaders, taking your real-time 3D
games, multimedia and industrial applications one step closer
to cinematic realism.
Dev 3.0's Behavior Library boasts several exciting additions including:
a Cloth System BB to create cloth draping effects and two new
Web BBs that let you download files, and exchange content to and
from a webserver. Read about Dev's other new features, optimizations
and bug fixes below. (Click on screenshots to see full-size images.)
Virtools Dev 3.0 - New Features
Virtools
Shaders: Programmable Vertex Shaders and Pixel Shaders
Based on DirectX 9.0's Microsoft Effect Framework, Virtools Dev's
recent introduction of programmable vertex shaders and
pixel shaders greatly enhance the visual quality of your
real-time 3D graphics, finally bringing cinematic realism within
reach. Virtools Shaders make the most of programmable graphics
processors on newer graphics cards, so you can create your own
combinations of graphics operations to make customized, optimized
special effects in real-time. Shaders now provide Virtools programmers
with complete control over the Virtools rendering pipeline.
Asset
Management With NXN alienbrain
Asset management with NXN alienbrain
provides a comprehensive teamwork solution for both small and
large production teams. Virtools Dev 3.0 now enables you to manage
your Virtools projects from A to Z by offering:
- Integrated rights management, version control and an intuitive
“check in/check out” procedure managed directly
in the Virtools Dev interface.
- Easy-to-insert comments and logs for each object to improve
archiving, versioning, retrieval and overall project management
(NXN offers an extension to link alienbrain to Microsoft Project).
Action Manager
 The
new Action Manager is an important means of enhancing
productivity for authoring with Virtools Dev. An Action
is a specific type of VSL script ( Virtools Scripting Language,
introduced with Dev 2.5) which performs a predefined task on a selection
or parameter. The Action Manager lets you import Actions, organize
them, launch them and/or assign them to user-definable keyboard
shortcuts in the intuitive Dev user interface.
VSL scripters can now create and share their dedicated tools programmed
in VSL and access them in just a few keystrokes, thus greatly boosting
productivity. Iterative media modifications, for example, can be
easily made to change locations, reset positions, align objects,
etc.
- Web Download: Downloads files from a webserver.
- Web Get Data: Retrieves web page content
associated with a given URL.
- Cloth System: Creates cloth draping effects
using a spring mass system (particle system BB).
- DX8 Dependency: Retrieves the DirectX8 rasterizer
in the Virtools Web Player.
Note: DX9, DX7 and OpenGL rasterizers are now
included in the Virtools Web Player 3.0.
- Hardware Level: A new pOut was added that
indicates if the composition is currently using OpenGL, DirectX5,
DirectX7, DirectX8 or DirectX9.
- Mark System: Added an option to create decal
marks and to randomly orientate marks.
- Ray Intersection, Ray Box Intersection
(both in Logics) and 2D Picking (Interface):
These three BBs now have the option to output their results
in world coordinates or in local coordinates of the intersected
object.
Miscellaneous Features
-
Obsolete or Invalid Building Block Explorer
added to the Schematic Toolbar to facilitate parsing and replacement
of obsolete BBs.
-
Many new variables added to
the Variable Manager.
- Double click on .nms files in Virtools Resources
(delivered with Dev) to access its documentation (html page).
-
Behavior Graph Management chapter
added to the Optimization Whitepaper in the Dev Online Reference.
-
Runtime Version DLL information
for standalone executables in the Dev Online Reference.
-
Over 40 new Parameter Operations
listed.
-
DX9, DX7 and OpenGL rasterizers
are now included in the Virtools Web Player 3.0.
Virtools
Interface SDK
The Virtools Interface SDK facilitates the integration of
external Managers and Plugins (DLLs) in Dev's interface. The
Virtools Interface SDK now makes it possible to create user
interfaces within Dev for your proprietary technology. Develop
your own Manager, for example, to edit animations in Dev's
GUI interface.
On the left is an image of the Virtools Interface SDK AppWizard
which can help you get a jump start on creating your proprietary
Manager.
SDK: CK2/VXMATH
- Template
class XArray can have its content aligned
into a specific memory boundary (aligned on 16 bytes for
example).
- The VxIndexedCopy function now also
exists using word indices.
- On the Windows Platform the VxTimeProfiler
class now uses QueryPerfomanceCounter
because it returns correct values on Intel processors
with SpeedStep technology. Since the
QueryPerfomanceCounter adds significant overhead while
profiling small chunks of code, a much more precise
VxRDTSCProfiler class is now available; it offers
less overhead but is not "SpeedStep safe" so
should be used only for profiling.
- New manager event OnRasterizerEvent:
from a manager you can be notified of events concerning
the current rasterizer, such as whether it has been created,
destroyed or resized (CKRST_EVENTS).
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SDK: Render Engine
- The rendering
process for objects has been modified to minimize render
states changes and avoid sending primitives that are too
small (in terms of number of faces) to video cards. Two
new variables control this behavior: CK2_3D\DisableBatching
and CK2_3D\BatchingMaxVertexCountToBeBatched.
- CK3dEntity::AddPreRenderCallback and
CK3dEntity::AddPostRenderCallback now
have an additional argument to indicate whether the callback
will be modifying the rendering pipeline (changing current
render states, textures, matrices, etc.), thus providing
information to the render engine when sorting by material.
- VxDrawPrimitiveData structure was changed
to store XPtrSrided members.
- Some enumerations and methods which were not used in
the render engine or which could hinder certain optimizations
were removed:
- CK3dEntity::AreRenderChannelsVisible ,
CK3dEntity::SetRenderChannels
- VX_MOVEABLE_RENDERCHANNELS,VXMESH_RENDERCHANNELS
- CKMaterial::SetCallback , CKMaterial::GetCallback
- CKMesh::AddSubMeshPreRenderCallBack, CKMesh::AddSubMeshPostRenderCallBack
- CKMesh::SetFaceChannelMask, CKMesh::ChangeFaceChannelMask
(Replaced by CKMesh::SetChannelFaceIndices)
- New classes: CKShader and CKShaderManager
were introduced to give access to high-level shading languages
such as HLSL or CG. The HLSL implementation is given in
the sample source code available with the SDK (See Available
Source Code).
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