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.
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.