hauzd 2.0 Prefixes

hauzd 2.0 Prefixes

This article will be divided in 2 parts:

-Prefixes needed for 3D Modeled objects.
-Prefixes needed for Wall Generation 2.0.
What are prefixes?
A Name prefix is a keyword that goes infront of your object's name, right at the very beggining, and for the engine this is like a description, or setting the "Type" of object that your geometry or shape is.
every single object you export from your 3d scene into the engine, Must have some sort of prefix depending on what its intended to be, the way of using them is as follows.
Example:

prefix_YourObjectName


(NOTE: No object can have a prefix alone, it MUST have a name following the prefix underscore "_"  with a minimum of 1 character and a maximum of 15 characters,
  its also important to match the prefix's lowercases and uppercases exactly as written on the list )

Prefixes needed for 3D Modeled objects.

obj_ 

 This prefix is for marking your 3d object as an "object" on the engine, this sounds very reduntant but "obj" has its unique properties, for example, any 3d object marked as an "obj" in the engine, will be able to be used as an instance object and shared among scenes within the engine, this saves a Lot of memory and optimizes performance, thats why we recommend using the "obj_" prefix for all your "Props" within your 3d scenes, for example furniture, cars, street lamps, trees, plants, anything that gets repeated among your 3d scenes without modifications.

geom_

This is the prefix you will most commonly use on your scene apart from "obj_"  we recommend the use of "geom_" for all your structure geometry, meaning, terrain, walls, roofs, whatever structure thats "unique" and forms part of your building/house/apartment, if you make street lines as geometry they can also be marked as "geom_" since they're never going to be instanced.

Visibility prefixes 

The following prefixes will "control" the visibility of the objects/geometry in different visibility modes. At the end you will find a table to quickly check where these elements will be visible

These prefixes defines the default behavior of the marked elements, but you can also override this using the editor right panel selecting a library object:



Green arrow and square marks the settings for the asset globally, only change this if you want the asset to have the same visibility behavior across the whole project.
Red Arrow and square marks the settings for the selected asset only, change this if you want this visibility behavior to be applied only for the selected object.

All cuts are shader based and will work automatically, you don´t have to do nothing else in your object, treat it as any other object in the scene, just apply the prefix.

Visibility Table:

  prefixes →
  view modes ↓
  obj_
  geom_                       
  objTop_
  geomTop_ 
  objCut
  geomCut
  objCutTrans_
  geomCutTrans_
  Top View
✔️Visible
❌ Not Visible ✔️Visible ✔️Visible
  Isometric View
✔️Visible
❌ Not Visible
 CUT
 CUT (10% Opacity)
  Virtual Tour
✔️Visible
✔️ Visible
✔️Visible
✔️Visible

obj_  |   geom_
Visible in all view modes, used regularly for simple 3d objects from library assets and structural elements geometry.

objTop_  |   geomTop_
Only visible Virtual Tour, will be hidden in top view and isometric view, used in pot lights / ceiling lights and certain decorative elements

objCut_  |   geomCut_
Visible in Top View and Virtual Tour. When user is in isometric mode, the object/geometry will be cut at a distance in the top part (non editable for now), this cut superior part will be fully invisible. This is shader based, user only needs to set up the prefix for this to work

IMPORTANT: You CAN'T cut objects with transparent / semi transparent / masked materials, If you try this, you may see graphics artifacts, if the object is transparent or has an opacity map, DON'T use this feature. 

 objCutTrans_  |   geomCutTrans_
Visible in Top View and Virtual Tour. When user is in isometric mode, the object/geometry will be cut at a distance in the top part (non editable for now), this cut superior part will be semi transparent (10% opacity). This is shader based, user only needs to set up the prefix for this to work

IMPORTANT: You CAN'T cut objects with transparent / semi transparent / masked materials, If you try this, you may see graphics artifacts, if the object is transparent or has an opacity map, DON'T use this feature. 

------------

plan_ 

This prefix is for the geometry that acts as a 2d display on the engine, since in the engine when you enter an apartment, the first thing you see by default are the 2d plans of the apartment, if you created your floorplan using the Walls Generation Script, all geometry intended for 2d display will be automatically generated with this prefix setup, in which case you dont need to worry for it.

planObj_

This acts the same as the "plan" prefix but "planObj_" is intended for 2d furniture or "props" representation, anything thats not walls, doors, windows, or part of the floorplan structure should have this prefix so the engine can distinguish between this 2 categories and be able to hide them if desired when visualizing the apartmen's measurements.

light_ 

This prefix marks 3ds max / blender standard light sources and makes them able to import properly inside the editor. Unlike hauzd 1.0, there´s no light2_ or light3_ for 2.0

dim_ 

You will only add this prefix to the lines (splines) that you will use for marking your floorplan's measurements.

planDim_ 

These are geometry elements that will be shown on the 2D screen when the dimension button is ON. Unlike hauzd 1.0, this prefix can be a 2d plane representation or a plane with a texture assigned.

planNoDim_ 

These are geometry elements that will be shown on the 2D screen when the dimension button is OFF. Unlike hauzd 1.0, this prefix can be a simple 2d plane representation or a plane with a texture assigned.

partColl_ 

This prefix had an overhaul in hauzd 2.0, these elements are used to to mark a geometry object as a "selectable volume" so the engine can detect its Collision so users are able to tap on it. Hauzd 2.0 will do the automatic work of applying a color to ANY geometry that its inside this element. If you are experienced in hauzd 1.0, this means that the part_ element is NOT NECESSARY ANYMORE. Make sure to cover the windows and all geometry elements that will be highlighted when the user clicks on the collision.

To avoid graphical artifacts make sure there´s no holes in your geometry AT ALL, your geometry should NOT have missing faces

The object marked with "partColl_" needs to have the name of the unit ID in the project hierarchy. For Example, if your unit is named "Unit1601B" in the editor hierarchy, your collision must be named partColl_Unit1601B this name is case sensitive so it must match perfectly.

Prefixes needed for floorplan generation.

When using the new floorplan generation, you have to take into consideration there are 3 types of splines categories.
Wall splines: lines that limit a space
Generative Splines: Lines that marks a section of the floorplan to generate a specific structural element
Object Placement Splines: Splines that uses a preset and place it automatically inside the scene

Wall Splines:

genWall_

Generic splines used to mark the spaces of the rooms, these splines should always be cyclic (last vertex should be connected with first vertex) and avoid vertices in the middle of the splines without any use. Drawing this splines is the first step of the floorplan process.


Generative Splines

genWindow_

These are simple cyclic splines, the interior area of the shape should overlap the wall where we need the window to be generated 

genDoor_

These are polygonal shapes that defines the door creation and the pivot direction/openness of the door, the interior area of the shape should overlap the wall where we need the door to be generated. For more information about this spline and shape, refer to this video documentation.

genBorder_

These are simple cyclic splines, the interior area of the shape should overlap the wall where we need a balcony to be generated 

genReg_

This is a generic spline that allows us to change material, avoid geometry generation or override it, it is a simple shape that can cover and affect any type of surface, wall, floor, ceiling. 


Object Placement Splines:

prop_

Using a simple spline shape (a square for example) we can mark an area to place any kind of prop that we have imported previously in the editor. It should follow this full name convention:

 prop_table(PRESET=[ApttaTableA]MarbleTable)

This also should follow a configuration inside the editor that will be documented in the near future in the floor generation documentation article

Floorplan Generation Documentation


Deprecated hauzd 2.0 prefixes:
sun_
envmap_
camLoc_
mapCutout_
mapNoTree_
mapCloseBuild
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