That means you have access to an incredible amount of 3D models, that can be loaded and referenced into ATON scenes. You can also mix them with local content or other supported open formats by the framework.
Animations are fully preserved as well as materials, so the 3D model reacts consistently to different light conditions, thanks to PBR pipeline.
Such integration is possible because the framework embraces 3D standards like glTF: let’s talk about real interoperability!
When loading a Sketchfab asset in ATON – if not already set – you will be asked (once) for an API token, that you can find into your API settings:
This is a first update regarding progress (july-august) on game-oriented assets production for the new Forum Augusti employed to create reusable, flexible and modular 3D components. The FBX models target utilization mostly in Unreal Engine 4 and SONY PhyreEngine (Playstation VR) – within REVEAL Project. Overall process started out from basic props and components (e.g. column, doors, braziers, etc…) most of them re-optimized to fullfil proper guidelines, including PBR requirements within VR fruition.
Most of per-asset workflow focused on geometry optimizations, level of detail, uv-maps and other aspects, taking into account a few considerations regarding VR best practices and in-game fruition. At this stage, produced FBX were imported in Unreal Engine in order to verify modularization, parametrization and procedural generation, described in a previous post. Such approach guarantees great flexibility for level designers or, if different hypotheses are validated during the process.
The video shows a short overview of a few experimentations right before the summer break, using produced modular assets, their parametrization and a first draft for PBR-based materials. Such tasks were also carried out in order to verify performance scaling at macroscopic level. More technical updates to come… Stay tuned.
Another major update for Aton is about to be deployed. A lot of work has been carried out to provide a modern, efficient and real-time PBR model. A lot of inspiration comes from Unreal Engine 4 (UE4 for short) and its advanced PBR system. WebGL world of course faces several limitations that need to be addressed, sometimes in “smart” ways or using approximation techniques (special PRT and SH solutions and much more) to reduce GPU workload.
Check out this demo, or this one.
The new, upcoming PBR system combined with RGBE model for Aton, supports now:
Base map (diffuse or albedo)
Ambient occlusion map
Normal map
Roughness map
Metallic map
Emissive map
Fresnel map
The new PBR maps workflow also has the objective to be as close as possibile to a workflow involving UE4 (or other modern real-time PBR engines), to fully reuse such maps (e.g. “Roughness“, “Metallic” pins in material blueprint in UE4). Nevertheless, the new model is also compatible with “basic” workflow, such as the classic diffuse-only 3D modeling (or diffuse + separate AO, etc..). Screenshots below show sample workflow in UE4 using same identical PBR maps applied to cube datasets:
Of course these improvements will also extend to multi-resolution datasets (e.g. ARIADNE Landscape Services) to produce aestetically pleasing 3D landscapes by providing additional maps in input section, still maintaining efficiency of underneath paged multi-resolution. Furthermore, the Aton PBR system is also VR-ready, providing a realistic and consistent rendering of layered materials also on HMDs, on WebVR enabled browsers.
To import and ingest 3D assets generated using common 3D formats (.obj, .3ds, ….and much more) into Aton system and its PBR system, the Atonizer service will be soon available.