Overview

This is a set of guidelines to follow to create a scene for Previzion.

Standards

  • Standard polygon models, 12 Million Triangles for 30p and 4 Million Triangles for 60i.
  • Normals facing the direction you want the texture displayed
  • Standard UV texture mapping; the view in Previzion should be more or less identical to what you see in the OpenGL viewport in Lightwave with textures on.
  • Lighting baked into the textures.
  • Previzion can render a total pixel area of 1 Gigapixel.
  • Previzion can decode 2 1920×1080 streams of MPEG-2 video.
  • Encode MPEG2 videos as described in “Encoding MPEG2 Videos for Previzion
  • The still textures that will be replaced by the MPEG2 video should have a “video\” prefix, i.e. “video\myTexture1″ and “video\_myTexture2″ or similar. Previzion’s FBX loader recognizes these textures, and creates a link that lets us drive the texture with the MPEG2 decoded frames. The original texture should be the same 1920×1080 aspect ratio that the MPEG2 files will be encoded at; we usually just use the first frame of the video file as the placeholder texture.
  • Textures can be JPEG or Targa.
  • If you want transparency in a still texture, use a Targa RGBA file and put the transparency information in the Alpha channel. Apply this texture to both the Color and Transparency channels. This works great for ferns, tree leaves, etc.