Want to know
more about WorldBuilder Technology?
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Intuitive and
Streamlined User Interface
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| Professional users of any of the mainstream
3D packages will find that WB is easy to master.
River and water wizard UI is easy to use and creates attractive
effects.
All manipulations are streamlined, offering right-click menus that
switch in between, for example, rotation and move. The same approach
is used for cameras, skeletons and other objects.
Simplified Navigation in viewports that supports hot keys in combination
with mouse movements. You can now navigate in the viewport while
manipulating objects.
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Buttons and selecting objects are standardized
with other major 3D packages.
Scripts display property pages in the Property Editor where you
can easily edit their parameters.
You can write your own scripts by following simple conventions and
provide them with a comprehensive interface and even enable them
for the Variator.
Edge anti-aliasing in Max is now treated in a consistent way in
the composite images, leaving no “bleeding edges”. |
| WorldBuilder renders millions of polygons
faster than any other modeling and rendering program.
Levels of Detail automatically optimize background in a scene for
maximum render speed. Render speeds for large scenes 2 to 10 times
as fast!
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All rendering in editing modes (bounding
box, wire-frame and skeleton) is now based on OpenGL.
All editing operations involving redraw of complex objects and complex
scenes will be much faster on systems with 3D accelerators. Even
without a 3D accelerated video board the OpenGL mode gives a significant
increase in speed.
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| Rain and snow are now available –
works with wind wizards to create animated effects. |
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Rain collides with standing water realistically.
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| World grids can now be 4 times as large.
The maximum size grid is now 8192x8192!
Now all operations with areas can be performed through standard
viewports.
Specialized skeletons define area boundaries. You can create and
edit them in exactly the same manner as ordinary skeletons.
You can use any viewport and any projection for the editing of areas.
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Areas have controllable feathering..
The feathering can affect boundaries and placing conditions and
also works with fractalizers.
Areas can be created either on native WB meshes or on mesh objects
imported from Max and LightWave.
So-called bilinear meshes can also be used as terrain surface. Properly
colored grass on such meshes can simulate fur. |
| WorldBuilder’s great waterfalls
algorithms and interface have been improved once again.
You can start using WB immediately because of its simple drag-n-drop
interface and a huge number of ready-for-use components, even if
you are not a professional in 3D graphics.
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All operations changing the scene and
most operations affecting the UI state now have multiple undo and
redo functions. |
Improved Rendering, Supports Translucency
and Anti-Aliasing
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| The new rendering engine supports
translucent objects (a-buffered rendering)
Translucent objects can be rendered in an arbitrary order and still
give the correct results.
Operates not only with depth but also with the alpha channel in
a way that is similar to layers in 2D packages.
Performs anti-aliasing of object edges (aa-buffered rendering).
100% compatible with previous WorldBuilder (2.2) rendering.
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It not only takes care of transparency
but also works on a sub-pixel level to render objects' edges with
perfect anti-aliasing.
Rendering time for a given scene quality has been greatly improved.
Max Communicators supports use of a- and aa-buffer for composite
rendering with Max. This allows usage of WB for volumetric lighting
and fog in Max scenes, rendering of Max objects under WorldBuilder
water and more.
Edge anti-aliasing in Max is now treated in a consistent way in
the composite images, leaving no “bleeding edges”. |
| Open
GL support
All rendering in editing modes (bounding box, wire-frame and skeleton)
is now based on OpenGL.
All editing operations involving redraw of complex objects and complex
scenes will be much faster on systems with 3D accelerators. Even
without a 3D accelerated video board the OpenGL mode gives a significant
increase in speed. |
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Undo-redo
All operations changing the scene and most operations affecting
the UI state now have multiple undo and redo functions. |
Improved Max Communicator
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| WorldBuilder Professional is so closely
integrated with Max and Viz that you may consider it as a plug-in
for these popular professional packages.
WorldBuilder Professional can run simultaneously with Max (or Viz)
on the same system and exchange data in run time through a Communicator,
bypassing file import and export.
Two packages can share the same cameras with animation, light sources,
meshes and gizmos. Shared lights automatically generate composite
shadows.
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The rendering in any of the packages
evokes rendering in the other package and the result is composed
automatically.
Besides normal z-buffer composition of the images it also composes
reflections and shadows, giving results that are by far better than
with any traditional z-buffer composer. |
| Shadows from light sources now have
soft edges, this is controllable from the light source properties
panel.
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Shadow interpolation algorithms now
produce fewer artifacts.
Point lights now cast shadows
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| Exposure correction (currently it
is an Atmospheric effect) simulates non-linear behavior of sensitive
media in cameras and camcorders. Rendering with this filter gives
a much more natural look for the scene.
The Auto level post-process filter enhances the colors and, together
with exposure correction, increases the realistic look of the images.
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New ripples for the water help to produce
better results with water objects.
The Caustics Shader simulates not only bright highlights but also
dispersion (non-uniform diffraction) of light. |
The Variator -- Variation Wizard
for Sky, Plants and Scripts
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| The Variator - provides you with a
new easy interface to generate random variations for complex models
such as skies, plants and script-based models.
Quickly create hundreds of unique plants or trees for complex scenes
and fly-bys. |
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Select one or more of the randomly generated
variations to create a new batch of variations based on the selected
model(s).
The Variator interacts with the library window by using a drag-n-drop
method and you can drag-n-drop between multiple Variator windows.
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Plant Editor; Plants Blow in the
Wind
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| Plant Editor allows you to draw a
plant from scratch just like you would draw a spline or skeleton
line.
After free-hand drawing the trunk and branches you can manipulate
them, deforming the geometry in several ways. |
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Also you can add billboard foliage.
There will be more editing capabilities for the Plant Editor in
the commercial release. Plants generated using this method can be
loaded into Sony PS-2 applications for real time viewing.
Plants can blow in the wind via a few simple controls. 3D plants
use perfect LOD (level of detail reduction) on camera distance.
LOD is "animation safe" and will never flicker. |
| New parameter for blade width was
introduced. The blades also now have sharp tops. |
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We have improved the scaling of grass
together with terrain to eliminate the need for additional adjustments.
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Lightwave, Unit Conversion, and
New File Format Support
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| Due to better support of LWO, LWO2
and 3DS formats in WB4 support of materials and smoothing groups
on imported objects is dramatically improved.
Supports LightWave z-buffer compositing 3d-compositing, with easy
ways of making shadows and reflections match between both software,
and proper inter-occlusion based on distance from the camera.
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Support of obj and rgb file formats
has been added.
WB now allows unit conversion. Max Communicator plug-in automatically
detects and adjusts units for both programs. |
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