Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What would be say the high level flow to make a room with a chair and a screen?
Is position information contained in the 3d formats? Or do you create the object / texture separately in a 3d program, then position it in the virtual desktop editor?
I sort of understand baked in lighting, the light source is rendered and changes the texture based on the type of lighting, baking it in is basically changing the colors on the UV map /texture to reflect that?
So, in order to get accurate lighting, would you have to:
1. Construct scene in blender.
2. Render lighting and bake it in.
3. Export each object in the scene to [common 3d format].
4. Import object into virtual desktop.
5. Recreate scene positions in virtual desktop
6. Done.
Is that correct, or can you also export the positions in space?
There isn't really a detailed guide on the process so far. I have some background with 3d software and know how to use Blender decently, but it's still been a struggle due to the baking aspect.
However, there is a pretty good tutorial I found which should translate well to VDE. It shows how to create a Blender environment and then export it with a single baked texture image (which VDE requires).
https://www.youtube.com/watch?v=W_gtCmgQI0g&feature=youtu.be