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Frequently Asked Questions
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| Q: Has it been released? |
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A: WorldBuilder
4 is for presale. The first orders will be shipped on August
1st. Check our BUY section. |
| Q: Where can I obtain a Demo Version of
WB3? |
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A: Check
here |
| Q: What operating systems do you currently
support? What do you plan on supporting in the future? |
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Currently WB runs on NT 4 service pack 5 or better and Windows
2000 service pack 2 or better, Windows XP service pack 1 or
better. We are considering porting WB to the other operating
systems, but currently there are no set dates. |
| Q: What 3D file formats does it import? |
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A: 3DS, DXF,
OBJ, Vista Pro DEM, USGS DEM, VUE, LWO, LWS, MOT, AWB Poly
Mesh, AWB Animation, AWB Archive.
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| Q: What 3D file formats do you export? |
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A: 3DS, VRML,
DXF, LWO, LWS, MOT, AWB Animation, AWB Archive.
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| Q: What 2D file formats does it support? |
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A: BMP, JPG,
Targa (*.tga), TIFF (*.tif, *.tiff), Compuserve GIF, Maya
and Amiga IFF (support for Maya z-buffer), RGB, Macintosh
PICT, Autodesk CEL, Autodesk FLIC, AVI, WB Z-buffer (*.zbf)
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| Q: What are the system requirements? |
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A: Intel Pentium
(Celeron, Xeon), AMD Athlon (Duron) or compatible processor
600 Mhz or above, 256 Mb of RAM, 300 Mb on a hard drive is
minimal. Production level system is Dual processor CPU 1.5
GHz, 1 Gb of RAM, 1 Gb on hard drive.
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| Q: Is WB version 3.2 compatible with version
2.x? |
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A: Any project
or object created in WB version 2.x can be loaded and used
in version 3.2, i.e. it is completely backward compatible
with respect to file formats. The appearance of the landscape
surface, water and some other objects may be slightly different.
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| Q: What's new in version 4? |
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A: For the list
of new features please take a look here. |
| Q: Where can I see some artwork done with
WB4? |
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A: Examples of
some artwork done with WB3 are posted in our constantly updated
galleries. Check them out here: Image gallery, Users gallery.
Also take a look in our Links section for other sites that
have WorldBuilder artwork online.
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| Q: What is the difference between WorldBuilder
Pro and WorldBuilder Genesis? |
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A: WorldBuilder
Pro supports animation, camera movement and has a full CD
of additional plants. Also it supports network rendering,
and the Rosetta Communicator plug-ins. The Rosetta Communicator
plug-ins allow seamless integration between WorldBuilder Pro
and other 3D packages such as LightWave 3D and 3ds max.
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| Q: Does WorldBuilder work with LightWave? |
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A: Yes: WorldBuilder
4 supports Lightwave 6 and up. WorldBuilder Pro users can
order the Rosetta Communicator LWWB to make Lightwave 7.5
and WorldBuilder 4 integration even easier.
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| Q: Does WorldBuilder work with Maya? |
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A: Yes. WB 4
includes the full set of import/export and compositing plug-ins
for professional work with Maya 3.x. Currently, we are working
on the communication plug-in for Maya with the same functionality
as it is for 3ds max.
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| Q: Does WorldBuilder work with Softimage,
Cinema 4D and etc.? |
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A: Yes, via supported
3D file formats. We are considering making specific plug-ins
for Softimage XSI and Cinema 4D.
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| Q: Is WorldBuilder a plug-in for 3ds max? |
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A: It can act
almost like a plug-in, but WB is a stand-alone program with
unprecedented capabilities for communicating with MAX through
the special plug-in bundled with the Professional Version or
purchased separately.
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Some technical questions:
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| Q: To place architecture on the landscape,
I need to adjust the landscape surface under models of buildings.
How can I do this? |
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A: A special
footprint feature adjusts landscape surfaces under models
to make landscape surfaces fit perfectly.
To apply footprint select Landscape --> Skin --> Add
Property --> Footprints in Area --> OK.
Footprints in Area modifier is designed to make an illusion
of the interaction of landscape and objects lying on it. It
can be used to simulate drifts of sand or snow around stones
in deserts, or sites of plowed dirt around trees in parks.
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| Q: Is it possible to save rendered shadows
and then render the scene without rerendering shadows using
the prepared ones? |
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A: Preparing
shadows is a common practice in WB.
Generally, you have to make two render passes in order for
your scene to display them.
- Make sure that "generate first frame" is set
for shadows in all light sources.
- Render the scene. Note that the "Generate Map"
radio will automatically change to "Generate Never".
- You can now render you scene as many times as you want
without recalculating shadows.
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| Q: Is the WorldBuilder terrain model based
on fractals? |
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A: WorldBuilder
uses skeleton lines to specify thelandscape surface. Skeletons
give full control over the surface and allow the adding of
exact features at precise locations with ease. Also, skeletons
give comprehensive and compact representation of the terrain
geometry. Skeletons are reusable. The WorldBuilder CD contains
a large library with ready-to-use landscape forms.
Skeleton-based surfaces can also be modified by applying different
procedures like water erosion, profiling by gray-scale map
or mesh-based footprints. Footprints are especially useful
for merging architecture with landscape. Finally, real-world
elevation data can be imported via DEM files.
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| Q: I imported lights and cameras into
Maya but I can't see them in viewport. |
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A: It's very
likely that the WB scene is significantly larger than Maya
scene.
Follow these steps to make them visible:
- Increase the "Far Clip Plane" parameter of
viewports where you want to see the imported objects by
a high value (100000);
topShape->"Camera Attributes"->"Far
Clip Plane";
- Move those viewports to a sufficient distance (increase
translate) so that the imported objects locate at their
visible parts.
top->"Transform Attributes"->"Translate";
- Increase the "Orthographic Width" parameter
(2000) for the parallel viewports
topShape->"Orthographic Views"->"Orthographic
Width";
- Set the scaling of imported objects to high value (100).
This will affect only the view of cameras and light sources,
not their functionalities
camera1->"Transform Attributes"->"Scale";
You can partially automate these operations by editing the
"AWBAnimImport.mel" script. |
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| Q: I just upgraded to WorldBuilder 3.55
Pro, and now I can't see my 3ds max Communicator plug-in. What's
wrong? |
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A: You will need
to re-install your 3ds max Communicator plug-in. Once you
have re-installed the plug-in, it should function normally.
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| Q: Can I combine models from MAX with
WorldBuilder scenes? |
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A: Yes! The best
way is to run the MAX-WB communication plug-in and get a view
of your MAX models in the WorldBuilder camera window. All
cameras, lights, meshes, their animation and even shadows
and reflections from MAX will be automatically updated in
WorldBuilder. The final rendering can also be performed using
the communication plug-in (the simplest way), or by regular
z-buffer composing (for the best quality).
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| Q: Will WorldBuilder 4 communication feature
work with MAX x.x? |
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A: The current
version of WorldBuilder works with MAX 3.x, MAX 4.x, MAX 5.x
and MAX 6. It will support all future versions of 3ds max
as soon as they are on the market.
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| Q: Can I export WorldBuilder scenes to
MAX? |
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A: Yes, but a
better way to use the full power of WorldBuilder is to export
only a few reference objects and use them in MAX to make models
and animation. Final composing of these models with the environment
can be done using MAX-WB communication or z-buffer composing.
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| Q: I need to animate a character in MAX
and the character must follow the landscape surface. How can
I do this? |
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A: There are
at least two ways. If the animation already exists, the best
way is to adjust the landscape surface is under the character.
In MAX, make a mesh along the character path and export it
to WorldBuilder. Use the footprint feature to apply this mesh
to the landscape surface.
Another way is to make a road in WorldBuilder (set the road
skeleton width to zero, if you dont want to change the
surface geometry). Export the road to MAX and use the road
mesh as a reference surface for your future animation.
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| Q: I want to make composite scenes of MAX and
WorldBuilder using z-buffer sequences. What do I need to do for that? |
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A: There are two ways
of doing that.
Method 1: Using the Image Composing option
in WB.
- Render the z-buffer sequence in MAX into ZBF format using the
option "Z-Buffer File Format" provided by the DE plug-in
for MAX.
- Export the camera path in Max into VUE format using the option
"VUE file" provided by the DE plug-in for MAX.
- Import the camera path of VUE format into WB.
- Render composite scene in WB using the Image Composing option.
Method 2: Using Video Post in 3ds max:
- Render the z-buffer sequence in MAX into ZBF format using the
option "Z-Buffer File Format" provided by the DE plug-in
for MAX.
- Export the camera path in Max into VUE format using the option
"VUE file" provided by the DE plug-in for MAX.
- Import the camera path of VUE format into WB.
- Render the z-buffer sequence in WB into ZBF format.
- Create a new empty scene in MAX.
- Open Video Post (Rendering --> Videopost).
- Click on "Add Scene Event" button and setup VP Start
Time and VP End Time.
- Click on "Add Image Filter Event" button, click on
"Setup" and choose the first ZBF file of WB z-buffer
sequence. After that the dialog will offer you static frame. Click
"No".
- Click on "Add Image Filter Event" button, click on
"Setup" and choose the first ZBF file of MAX z-buffer
sequence. After that the dialog will offer you static frame. Click
"No".
- Click on "Add Image Output Event" choose the output
file format and the destination folder.
- Click on "Execute Sequence" button. Setup the proper
Range and Width&Height.
- Click on "Render".
The update for plug-ins is available for download here.
The archive has six files. Two for each version of MAX (3,4 and
5).
To get it working you must have these plug-ins installed before (has
to be done by WB installer).
Choose the files for the version of MAX you have and replace the
old ones on WB folder (where wb3.exe is stored).
The plug-ins work with WorldBuilder 3.0 or higher.
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