OgreMax Viewports
OgreMax viewports allow the scene to be rendered in real-time using the Ogre 3D renderer.
Purpose
The OgreMax viewports are primarily intended to aid in the development of OgreMax materials, though they're also useful as a quick preview for what the scene will look like when exported from 3DS Max and viewed in one of the OgreMax viewers.
With that in mind, it's essential to know which features are supported in the viewports.
Supported
- Meshes - Meshes animated with the Skin, Physique, or Morpher modifiers are displayed in real-time. All other animation types (such as an animated Bend modifier) require the object to be refreshed.
- OgreMax Materials - OgreMax material changes are reflected in real-time.
- 3DS Max Standard Material - This material type is partially supported, but not in real-time. Any changes made a material of this type must be manually refreshed in the OgreMax viewports. For a full list of supported settings, see Supported Materials.
- Raytrace Material - This material type is partially supported, but not in real-time. Any changes made a material of this type must be manually refreshed in the OgreMax viewports. For a full list of supported settings, see Supported Materials.
- VRay standard, Fast SSS, and Light Materials - These material types are partially supported, but not in real-time. Any changes made to a material of one of these types must be manually refreshed in the OgreMax viewports. For a full list of supported settings, see Supported Materials.
- Node Animations - 3DS Max animations that move, rotate, or scale an object's node transform are displayed in real-time.
- Cameras - Cameras will be selectable within the Viewport Menu.
- Lights - Spot, omni, and directional lights illuminate objects in real-time.
- Particle Systems - Particle systems defined in external files are displayed in real-time, assuming the necessary resource locations have been defined in the Ogre settings.
- Skies - Sky boxes, domes, and planes are displayed in real-time. Due to the way the Ogre 3D graphics engine is designed, only one sky will be used at any time.
- Billboards - Billboard sets (and their child billboards) are displayed in real-time.
- Environment - The environment settings are displayed in real-time.
Not Supported
- Render Texture - The Render Texture, which is defined within OgreMax materials, is ignored.
- Mesh Animation Bone Inclusions/Exclusions - Bones included and excluded for mesh animations have no effect. Mesh animations are shown in the same way 3DS Max sees them.
- Submeshes - Meshes configured to be a submeshes within the Object Settings will be treated as regular meshes. That is, they will not be combined into the parent mesh as they are when the scene is exported. They will be displayed as separate objects.
- "Ignore" Object Hierarchies - Objects set to the Ignore type within the Object Settings will be ignored, but their descendants will not. This differs from the exporter, which ignores all descendants of such objects.
- Terrain - A terrain file will be treated as a mesh, not as a terrain. Because of this, it's most helpful if the terrain mesh looks like the terrain defined in the terrain file.
- Mesh LODs - Mesh LODs are ignored.
Adding New Objects to Viewports
Some objects, such as untargeted lights and cameras, will be added to the viewports automatically. Most objects, however, will needed to be manually added by selecting either the Refresh Selected Objects or Refresh All Objects item in the OgreMax menu or the viewport Menu.
Viewport Types
There are two types of OgreMax viewports:
- Extended Viewports - This viewport type is embedded within the 3DS Max interface.
- Free-Floating Viewports - This viewport type floats over the 3DS Max interface.
Creating OgreMax Viewports
OgreMax viewports can be created in the following ways:
- Extended Viewports - Created by selecting the OgreMax Viewport item in the Extended submenu of the viewport context menu, which can be displayed by right-clicking on any viewport's label.
- Free-Floating Viewports - Created by selecting Create OgreMax Scene Window item in the OgreMax Menu.
Controls
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Select Object(s) - Click the left mouse button while hovering over an object. Additional modifier keys:
- Shift key - Toggles the selection of objects.
- (Windows) Ctrl key or (OS X) Command key - Adds to the selection of objects.
- Alt key - Removes from the selection of objects.
- Camera Orbit - With a scene object selected, move mouse while holding the left button.
- Camera Pan (move up/down/left/right) - With no scene object selected, move mouse while holding the left button.
- Camera Free Look - Move mouse while holding the right button.
- Camera Dolly (move forward/backward) - Mouse wheel up/down.
- (Windows) First Person Keyboard - Use the W/A/S/D/F/V and Up/Left/Down/Right/Page Up/Page Down keys while holding the right mouse button.
- Display Viewport Menu - Mouse right-click in the viewport without moving the mouse.