Back to Introduction to Obtaining Graphics and Virtual Assets
Introduction
Aximmetry has its own render engine which you can use to render a scene in real-time.
In the following documentation, we will guide you through the process of exporting then importing a model, adding materials to it, and post-process effect to your render.
You can see some example scenes rendered with Aximmetry here.
Using Aximmetry SE also provides some advantages compared to using Unreal Engine:
- simple workflow
- LED Wall + AR possible with only 1 computer
- highly reliable
- out-of-the-box solution to many use cases
Core Features of Aximmetry's Render Engine
- Full PBR shader pipeline
- HDR rendering and output
- Realistic Shadows, Reflections, and Refraction
- Planar Reflections
- Dynamic and pre-baked lights
- Post-Process effects
- Real-time controllability
- FBX, OBJ, and Collada import
- Cube map handling: loading, generating from the 3d scene, saving to strip, cross, or DDS cube
- Irradiance and Specular environment map generating
- Image / Texture manipulation: format conversion, resize, tiling, color space conversion, color adjusting
- UV transformation
- Texture generating such as noise, texts
- Built-in primitives with automatic UV map
- Augmented Reality
In the following documentation, you will learn:
How to prepare a model to be used in Aximmetry, the steps of exporting and importing it to Aximmetry, setting up their materials, and more to make it a final render.
For detailed documentation about each step please follow:
- Preparation of the Model
- Exporting a 3D model
- Importing a 3D model
- Materials
- PBR Materials
- Lighting
- Shadows
- Planar Reflections
- Particle System - coming soon
- Optimization
Post Processing in Aximmetry SE - Advanced Graphics Tasks
- Using and Editing an Aximmetry Stock Scene - coming soon
- Creating Environment Map of your Studio - coming soon
- Glossary - coming soon