The 3D scene management has been the focus of this development week of Real PBR. The results are great both for the user and for the hardware.
For instance, you can now navigate the scene using the camera and the focus points activated by selecting the various nodes.
In this scene of my colleague Elena Kartseva, you can see a prototype of a room for a VR game, where I moved the focus from the entire container to a detail.
There are no materials applied and the models are approximated since the small interior is just a prototype, but the 3D Scene Management and the camera movement are great. I have to add some parameters related to the sensitivity and the flip of the movement axis though.
In this picture below you can see the usual model I received from my former colleague Ville Niemi for testing purposes. Ville is also supporting me with insiders’ requests so I prepared for him the Master Texture slot. I am sure this will be appreciated by many users since it will let import the AO, metalness, and Roughness by using a single texture. I kept the Emission in a separate Map (my thoughts about that here). As an alternative to the Master Texture, I left the previous individual slots. I strongly suggest using one or another since the result is practically a sum.
There are new settings for the camera position in the space. They are still “one-way” in the sense that they are updated by moving the camera with the mouse, but my plan is to receive a numerical input and adjust the camera position.
This is off topic but I couldn’t resist from using my very old assets from a first-person shooter videogame I was developing back in 2008 using the amazing Unigine…can’t imagine that this is what was happening at PlaySys 11 years ago: https://www.youtube.com/watch?v=6DCA3rZMIs4
Display and Lock are two new features I finally manage to complete. They look and behave similarly to many other tools such as Photoshop for example and they let the user hide a certain node or lock it, preventing accidental mistakes.
Finally a stress loading test by using an asset from a videogame for PS4 I am currently coding with my team. We packed a massive map composed of almost two million polygons and the load result is very stable and somehow fast.