This article will be divided in 2 parts:
-Tags needed for 3D Modeled objects.
-Tags needed for Wall Generation 2.0.
Tags are Keywords that tell the engine to perform an specific function or create a certain behavior on your Object or Material, the Tag always have to be written in ALL CAPS LOCK and must always be inside a parenthesis right at the end of your object or material's name.
Example:
materialname(TAG)
objectname(TAG)
Sometimes they can have an "equals value" at the end, this must also be inside the parenthesis in which case:
Example:
materialname(TAG=0.0)
objectname(TAG=0.0)
BAKE=XXXX
This tag is a MUST for all the objects that need to receive light and cast shadows, it tells the engine that Light has to be processed for this object, as well as giving the texture size for the Lightmap thats gonna be generated from this object for the size of the texture you have to use the same rule for all textures used within the engine, the Power of 2, 64x64, 128x128, 256x256, 512x512, 1024x1024 or 2048x2048 maximum, no other sizes are accepted (Ex: BAKE=64 / BAKE=2048)
The BAKE tag should be in the main object, not on every LOD (check LOD section).
All LODs should have islands in the same place since it will only bake one time and that single lightmap will be transferred to other LODs.
TRANS=XXX
This tag and value is used for sorting Transparency, The transparency value by default for all transparent objects is 128, so if you take this value as the number of a "layer" whatever value that is below layer 128 will be drawn behind it, and whatever value that is above, will be drawn over it, value ranges from 0 to 255 With this you can specify for example, if you have a transparent balcony, and a transparent window behind it, set the balcony to TRANS=127 and the window to TRANS=126, this way the window will always be behind the balcony, and the balcony will always be behind whatever transparent object gets infront, because remember the default is 128 for all transparent objects unless you change so with this tag. Without the use of this Tag, the transparency sorting for all objects will be random, meaning they can overlap one another in undesired ways because with all them being on "layer 128" the engine wont know which one to draw first.
SORT
This tag is also for helping drawing transparent objects in a more accurate way, but mostly for Plants and Trees, "SORT" predefines a rendition of lets say your "Tree" object in 16 different angles, for each angle it draws each transparent polygon from your tree from the furthest to the closest to the camera, for them to be sorted in the correct position, this way the end result will be a tree that would almost never overlap a polygon in the back to one on the front, based on the angle the object is being seen from. (TRANS tag wont work in this case because TRANS operates in an object as a whole, and not individual polygons of an object which is exactly what "SORT" exists for)
VCOLOR
Hauzd 2.0 supports vertex color if you need to modulate the color inside of the 3D editor of your choice, the color of vertex including Alpha will get multiplied with albedo.
LOD=XXX
Using Level Of Details (LOD) is standard in real time industry, this allows the engine to show different geometry according to how far the camera is.
When the camera is close to the object, it will show the most detailed geometry, and when the camera is far from the object, it will show the most simplified geometry. "XXX" represents a number that is the amount of pixels in which the object will switch the LOD.
For example LOD=800 Means that the geometry with this value will be shown when the object occupies 800 pixels in the screen until the next lower LOD pixel value
One object can have multiple LODs, most objects will have 4 LODs
- obj_name(TAGS) : The main object, the highest LOD, this will be the geometry to be shown when the camera is closest to the object until the lower version starts (800).
- obj_nameLod0(TAGS,LOD=800): around 20% less geometry than the main, it will be shown when the object is 800 pixels in the screen until the lower version starts (400). Main name should have "Lod0" so the engine will know the LOD hierarchy.
- obj_nameLod1(TAGS,LOD=400): around 40% less geometry than the main, it will be shown when the object is 400 pixels in the screen until the lower version starts (200). Main name should have "Lod1" so the engine will know the LOD hierarchy.
- obj_nameLod2(TAGS,LOD=200): around 60%/80% less geometry than the main, the lowest geometry possible. Main name should have "Lod2" so the engine will know the LOD hierarchy.
All LODs should be parented using the link tool in max the main LOD should be the parent of all the objects and all objects should occupy the same transform position (as an overlap of all objects) These Values are for references and remember its about pixels in the screen, so you must take this into consideration, for example, a big bed or car may need to use this values (800,400,200) but a small object like a small mug can use less pixels (200,100,50 for example)
All objects must have a lightmap properly set up and the islands, shapes and distribution must be the same, the object will bake one time using the main LOD and will use the same lightmap on lower LODs
Main object lightmap UV unwrap
Lod0 object lightmap UV unwrap
Lod1 object lightmap UV unwrap
Lod2 object Lightmap unwrap
GROUP=ABCD
This tag is used in multiple objects that could be considered as one but the geometry or elements are separated for logical reasons.
For example:
A lamp can have 2 elements:
The GROUP tag should be used to "inform" hauzd that all these separated elements should be handled as one object inside hauzd editor, that means you will be able to move it, scale it and manipulate it as one. In the example above, the 3D Geometry with opaque material and the light are separated elements using the GROUP tag.
The name of the group needs to be under 10 characters and it should be exactly the same on all the grouped objects, in the example above, the name is "WallLamp", The name of the group will be the final name in hauzd editor.
Only the main object should have this tag, not the lower LODs
Object Prop Presets
This feature allows the designer to place a library object using a "dummy" object in the 3d scene (in blender or 3ds max). These dummies can be splines or 3d simple objects (a sphere for example)
Prefix: prop_
Tag: (PRESET=ABCD)
The Value of the PRESET tag will be the name of the Imported Preset inside the editor (Yellow Arrow)
The 3D Artist can point that preset to any of the imported library asset (Blue Arrows)
After this configuration, you can use the PRESET tag with the desired library object in any of the floorplan
You must take the pivot of the library object into consideration for this
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