Jimmy Gunawan writes:
I have published an article and also video tutorial on how to process 3D Point Cloud data into the format will work for Sketchfab using Sverchok Add-On in Blender.
The whole procedure can also be done using Python Scripting, however, with nodes I manage to explain each step very clearly. And coincidentally, Sverchok is also really good at dumping data out from Blender to ASCII format needed for Sketchfab point cloud. So this is a perfect example of Blender doing what its best.
2 Comments
Australia and point-cloud data... is this related to Euclideon's "Unlimited Detail" by any chance? Would be a good thing to integrate into Blender and the Game Engine.
Not that funky "unlimited detail" thing :) This is more like my study and exploration of procedural creation using Sverchok Add-On nodes and how we can use a simple node setup to smooth the Pipeline when exporting to Sketchfab.
Sketchfab recently supports Point Cloud and many cool real time shader, and so I thought we can take advantage of this.
Eventually there will be just one powerful tool to work inside a realtime Game Engine that works on mobile devices. Blender and Unity or Unreal and OTOY will show the way.
"Unlimited Details" like Fractal can be achieved if everything is procedural, including the shader. I think that's my theory.