The new version of AWB is available for download.
It includes improved LightWave models import, new
sky model and volumetric light , Max 3.x and Maya
2.0 support. See the list of the new features here.
All registered users
can download the version upgrade for free. Online registration
is available here.
To obtain the latest version (2.2.057) of the
WorldBuilder Program please click here.
Note: If
you'll find any problems with AWB-MAX Communication plug-in
please contact georgi@animatek.in.ru
.
Note: Please
note that project files from version 2.2.057 can not be read
by earlier versions.
Note in
order to take part in future beta-testing please provide us
with some examples of your artwork done in WorldBuilder. This
way you'll become a registered beta-tester. Please send your
requests for future beta-testing with examples of your artwork
to: support@digi-element.com
All your comments will be greatly appreciated!
Please send your feedback to comment@digi-element.com
What’s new in AWB
2.2
Version 2.2.057
- Improved import for LightWave objects.
- Improved export of plants and roads.
- River and flipboard bug fixes.
Version 2.2.056
- Preview of the sun position in viewport.
- *.zbf file export/import support in 3ds max 3.0
- Motion blur batch filter in PMVIEW. Eliminates aliasing
artifacts in animation sequences.
- Fix for the rainbow object and other minor bug fixes.
Version 2.2.055
- New Compound Sky object. For information please take
a look at menu Help\New features\Compound Sky and Volumetric
light.
- New Volumetric Light filter. For information please
take a look at menu Help\New features\Compound Sky and
Volumetric light.
- New Texture Filtering option. For a complete description
please press the Help button on the main toolbar and click
on Mapping page.0.
- New Flipboard filtering option. For a complete description
please press the Help button on the main toolbar and click
on Type and Size page among the flipboard properties.
Version 2.2.054
- Support for 3ds max 3.0.
- Reflection from the MAX objects in Communicator can
be switched off.
- Support for Maya 2.0.
- Bug fixes for grass and foliage.
Version 2.2.052
- Automatic redirection. If the program can't find the
texture or library, then it is now possible to set a new
path and automatically add this path for redirection -
no more editing of awb.ini file and redirection! Check
"add path to redirection" in the file opening dialog.
- New Haze filter and shader.
- Improved support for 3ds max plug-ins in the communicator.
Version 2.2.051
- Max atmosphere effects will work correctly with new
communication plug-in.
- Possibility to see Max Gizmos via the communicator.
- New color picker dialog. Now it's possible to pick a
color from any place on a screen. It's also possible to
open an image file in WorldBuilder and pick a color from
it (menu File/Open Image File...)
- Improved shadow map. A new option on the Shadow parameters
page - "No interpolation". Check this option if you are
getting shadow map artifacts.
- Fixed 3D Clouds. Now it's possible to add Cloud contents
to area without using drag and drop from the library.
Version 2.2.050
- Maya import/export utilities. See
description.
- A bug with scaled/moved/rotated roads fixed: the grass
is now complying with the new road location.
- Frame rate in AVIMaker is now supported.
- Possibility to browse images in PMView ( use PgUp/PgDown
).
Version 2.2.049
- Isolines external modifier. This allows one to recreate
any mesh as a part of landscape with skeleton lines. See
online help for details.
- Optimized procedure for sorting in areas.
- Shadow mask recorder filter. Shadow mask can be saved
in a bitmap image file and can be used in postproduction
and compositing.
Version 2.2.046
- Camera Motion Blur Filter (Click the Help button on
the main toolbar and, after the mouse pointer has changed
its shape to a question mark, click on a property dialog
for Help.)
- Support for long file names in camera output and z-buffer
composer (Old 8.3 DOS file format can be swirched on via
menu File/Preferencies/Compatibility.)
- New landscape modifiers - Footprints in Area, Terrace
Maker and Smoothing in Areas (Click the Help button on
the main toolbar and, after the mouse pointer has changed
its shape to a question mark, click on a property dialog
for Help.)
- Possibility of using Erosion and all other skin modifiers
in Areas. Select area property page.
Version 2.2.045
- 3D Clouds (See menu Help/New features/3D Cloud link
for details and help)
- Improved cloud layers (mixing of several cloud layers
is now possible).
- Improved MAX communication plug-in.
- “Place at nodes” check box for array distribution.
-
AWB animation
If the installation was correct, you will
find the new export format in Maya: awbanim. This type of
file covers camera and light animation and can be imported
into AWB by the File|Import|AWB Animation command. Import
and export of awbanim files works in both directions.
Export of camera and lights animation from
Maya into AWB:
-
In Render Globals check Animation option
on.
-
Select the File|Export All command and select
the awbanim file type. Note that Maya does not add a file
extension to the file name automatically so you have to
provide file extension awbanim manually.
-
Press Export.
If everything works OK, then the time slider
will run through the entire time range.
A file with the extension awbanim will be
created.
Export from AWB to Maya:
-
In AWB use the Export|AWB animation command.
-
Select file and then select objects that
you want to export. Press ok.
-
In Maya use the Import command and select
awbanim file type. Z-buffer composing
After importing the camera with its animation
you can use the z-buffer composing to bring the Maya and
AWB parts of the project together.
-
Preview the quality of z-buffer composing.
Render the Maya part of the scene into iff
files with the depth channel turned on. Rename the sequence
into the format namexxxx.ext where the file name goes first,
then place four digits of the frame number, and finally
the extension - iff. Use these images as a background in
the Image Composer for the Camera in AWB. The preview quality
will have visible artifacts on the edges of most of Maya
objects and some AWB objects.
-
Edge Antialising.
To obtain a higher quality, render the AWB
scene without Maya objects. Use these images in the image
plane in Maya. You can use medium quality AWB images for
this kind of background. This trick eliminates most edge
anti-aliasing artifacts.
-
To achieve even higher quality, you have
to run a special off-line post process script in AWB that
eliminates practically all artifacts of composing. (This
will be included into the next update.)
AWB PolyMesh
Currently only export of polygonal meshes
and animated polygonal meshes from Maya into AWB is supported.
File format awbmesh is used for this. You can export static
and animated meshes as well. Note that a separate mesh file
is saved for each frame so a considerable amount of disk
space will be required for long animations or for big models.
The only purpose of the mesh export is to generate shadows
and reflections in AWB from Maya objects, so simplified
meshes can be used instead of the hi-resolution models.
Animated Polygonal Meshes: export-import
from Maya to AWB
Static meshes
-
Prepare a simplified polygonal model in
Maya. There are no limitations on the mesh animation type:
all mesh deformations are supported.
-
Select the meshes and run the script to
export the meshes for a single frame as in the example:
AWB_MeshExportCmd -file "c://tmp//my_mesh"
-frame 12;
In the example note that you need to use double
back slash in the file name and you do not have to specify
the file extension. You can skip the frame option for static
meshes.
When exporting an animation, again select
all the meshes that you want to export and run the script
as in the example:
for ($i=1; $i<50; $i++)
{
currentTime $i;
AWB_MeshExportCmd -file "c:\\tmp\\my_mesh"
-frame $i;
}
In the next update we will include the script
that exports group of meshes. Later all these scripts will
be available as menu commands or file translators.
To import meshes into AWB use the Import|AWB
PolyMesh command.
To use the imported mesh for shadow only,
you have to hide it in the scene and uncheck the option
"exclude hidden objects" in the shadow options.
The same applies for reflections.
AWB PolyMesh files are imported as animated
mesh if they have a numeric extension with a frame number.
The animation will start at the current frame on the moment
of the import operation. So, if you import a 20-frames-long
mesh animation while AWB is in its 30th frame, then you
will obtain an animated mesh that is static in frames 0...29
and in the 30...50 frame range it will play the animation
that you saved from Maya. You can adjust the keyframes for
file names in PolyMesh settings in the same manner as was
done in the pixel-map files.
Note that AWB can interpolate in between two
phases of the same animated mesh, so you can scale the animation
in Maya and export only sparse keyframes. Since interpolation
in AWB is linear, you have yet to keep enough frames to
avoid visible artifacts. To use this feature you need to
re-scale mesh animation in Maya to fewer frames or use the
re-scale in the script above while exporting meshes. Example:
for ($i=1; $i<50; $i++)
{
currentTime 3*$i; //we export every third
frame
AWB_MeshExportCmd -file "c:\\tmp\\my_mesh"
-frame $i;
//however file extensions will run with step
1
}
Import the meshes into AWB and re-scale the
animation to make it three times longer. You can save a
lot of disk space for long animations with this trick.
Up axis
The up direction will be preserved automatically
in all import-export operations. For example, if Maya had
'y' as the vertical direction, then, while importing into
AWB, the entire geometry will be rotated 90 degrees to fit
AWB settings.
Shadow Mask
As a special tool for post-process composing
AWB offers the shadow mask filter. It can be used to save
shadow masks for the composite scene for later use in other
composing packages. The shadow mask filter excludes the
shadow from the image itself and saves it into a separate
file. The shadow mask image can be used in third party products
to control shadow color and depth and for shadow composing
in video production.
Coming soon: a filter that applies a shadow
mask to z-buffer.
Known problems
-
By default in Maya the visible volume of
the scene is limited. If you do not see anything from the
camera imported from AWB, then you have to check and adjust
the parameter for the distance to the back plane of the
scene.
- In Maya/IRIX the setting of the image plane to a big depth
(>>1000) leads to an incorrect rendering.
-
In AWB in the edit mode, when sequence option
of image composer is on, the zbf image often does not correspond
to the current frame. However it works OK while rendering
an animation. The bug will be fixed soon.