View Full Version : Esperient Creator White Paper - Architectural Visualization
EspAdmin
01-30-2009, 02:22 AM
Hi Everyone,
We just released a new white paper on using Creator for architectural visualisation and reusing visualization assets in ways to innovate in the architectural design process.
The paper is available here (http://www.esperient.com/index.php?option=com_content&view=article&id=143&Itemid=220) and an accompanying video is available from here (http://www.esperient.com/videos/Architectural-Presentation.wmv) or on youTube (http://www.youtube.com/watch?v=NLHz6A4P5Dk): http://www.youtube.com/watch?v=NLHz6A4P5Dk
Hope you enjoy it and look forward to your feedback
Phillip
jwaustincrowe
02-03-2009, 03:10 AM
Thanks to the EC team for including us in the White Paper.
As some of you may have seen me mention in my posts, in so many ways I am reluctant to promote EC: Without Esperient Creator, Arch Viz would be an unimaginably complex and costly exercise!
Well, I think that despite my capitalist ambitions, my sense of fairness prevails, so here goes:
Esperient Creator is the BEST tool for creating Architectural Visualisations available.
Why?
1: 3ds Max integration: For Arch Viz, 3ds max, then Maya, are the top tools available. The import : this is flawless, materials, UV's, whatever, it all comes into EC magnificently. Any problems? Then write a DLL or C script, or Lisp routine to fix it. More on this later.
2: Scripting/API: I have programmed for the last 20 odd years. From COBOL (really!) to C, to C++ to Java, to AS3, whatever.... The main 'thing' is the API. EC is so clean, predictable, and useful (look at all the hooks into the player and the scene - it is unbelievable!) Ugh - maxscript being painful and slow? Write a DLL or CScript to do it. Done.
3: Multitexturing. Multiple texture stages, and multiple UV stages. Lightmaps are a breeze, and also detail textures too. I think less than 1% of affordable 3D engines offer this. Why is this important? Keep working and you will find out why ;-)
4: Simple interface to a web page: I use Flash and Flex via Javascript. I can do ANYTHING. And I do...
5: Shaders: Window glass reflections, polished floors, realtime shadows, fur (as grass when it is green), skybox, fire, water,....
6: Publish to .EXE or to web page, all in one step.
7: Licensing: The most cost-effective model for commercial 3D there is.
If you have had to produce a commercial product, or base development on the availability and licensing model, then you will appreciate EC immediately.
Now, look at devmaster.net and compare. If you look at licensing models, 90% distribution (ie, not Mac or Linux), price, features, etc., you will certainly be an EC convert. Also look at model import (don't bother looking at workign with integrated editors, etc., as they can never compare to Max, Maya, etc)., look at texture stages, look at shader support, look at distribution licensing costs...
Remember that your staff costs will be 90%+ of your operating costs in this industry. Software, a small part of your outlay. I would say don't economise, buy Max, Maya or whatever, then EC - which is virtually the smallest investment, with the greatest leverage!
Joe
EspAdmin
02-03-2009, 05:50 AM
Joe,
I would cross post this to CGArchitect and a couple of other forums, but I'm not sure they would believe that this came unsolicited from one of our customers. Thank you VERY much for the post!
- Phillip
jwaustincrowe
02-05-2009, 01:54 AM
Thanks to the EC Team for producing this White Paper.
I am the director or Advanced 3D Modelling, featured in the document.
Why am I (we) so loyal to EC? Well, the truth is that we're still always looking for something better. Not because we need it, EC far exceeds our projected needs, but because it indicates survivability of a company, and also my company's future.
EC continues to trump all of the 'game' engines because it has wide-reaching appeal for simulation and realisation. Shadow/Light mapping, pixel/vertex shader, Max/Maya support... if you get into the business of Arch Viz then a lot of this is bread and butter stuff, with EC ready to pick up at any point.
Has someone told EC that they got running before the starter's pistol? Arch Viz is still only JUST looking at realtime solutions. The mainstream Arch Viz community is lagging behind those using EC. We get shadow diagrams, realtime Viz, walkthroughs, realtime 3D colour/texture configuration, the list goes on....
Imagine if you sat down one day at your IT/3D/Viz work and said "I'm bored". Then, a genie pops up and says "Well, you can do whatever you want".
Scary, and, has caused more than a few sleepless nights for me. Because embracing EC does not limit you to import format, runtime speed, texture, shader, control, or indeed any major constraint. It compares favourably in frame rate to any 3d realtime engine, has the BEST API in the game, and well, is at a price that I still cannot come to terms with.
Joe
Advanced 3D Modelling
www.advanced3d.com.au (http://www.advanced3d.com.au)
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