Friday, October 4, 2019

Surface Properties in a Real-Time 3D Engine

Surface properties in a real-time engine are almost identical to those in your 3D Application, namely, the smoothing algorithm (flat shading or Gouraud shading only for real time), the color of the polygon, the shininess, opacity, self-illumination, and the Texture map applied to the polygon. These properties generally are defined after the vertex list but before the faces they apply to.
In addition, several real-time engines allow colors to be assigned to the vertices themselves, which can create the illusion of the object being lit, without direct lighting being applied to the model. Because most of the surface attributes are translated into numerical data, some strange translations can happen during the exporting process.
Colors, for example, are translated from a 0 to 255 scale to a 0 to 1 scale. No hard and fast rules dictate how to minimize problems when exporting source materials from your 3D Application. Generally, these materials must be manually adjusted in the real-time text file, unless a third party visual exporting system is used (such as those used with most set-top gaming systems).
The best approach here is to be aware that surface properties may be a trouble area during exporting and to examine the final product closely. Again, your 3D Application proves to be an excellent real-time tool. It provides flat and Gouraud shaded viewing options, enabling the artist to view an object (before the object is exported) in a manner that closely represents what the object will look like in a real-time gaming engine.
Differences between Real-Time and Pre-rendered 3D: The way in which real-time games and pre-rendered 3D graphics are created differs in five major areas:
Z-buffering Levels of detail (LODs)
Shadows Texture map size (and color depth)
Shading modes
The basic difference in these systems is a result of what they are intended to do: Pre-rendered graphics need to look as realistic as possible; real-time graphics need to be as fast as possible.

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