The Viewer component allows you to test and preview your created effects on desktop before uploading them to the app. It works via drag'n'drop of the effect folder into the Viewer window. Read more about the Viewer usage here.
The Windows version currently supports only the background separation feature, other features based on the neural networks technology will not work. See which technologies are supported here.
This is the main tool you'll use to construct and configure your effects. The process of the effect construction includes 2 steps:
- Assets' importing and conversion into the formats supported by the Effect Player.
- Effect configuration generation.
The Filter Editor allows for the following configuration features:
- Select textures to be converted to ".ktx" format.
- Select models for ".bsm2" conversion and import.
- Materials customization
- Add media files to an effect.
The Filter Editor doesn't support all the engine features. During effect creation it used to create new effect and some tuning "by hand" can take place. In this case all customizations made inside the effect folder in such files as config.js, config.json, cfg.toml, will be overwritten by the Filter Editor's construct operation. Keep it in mind not to lose the changes you've done.
Models: ".fbx" or ".obj".
- Base color
- Ambient occlusion
Beautification UV mapped textures and LUT files.
Environment/reflection textures: ".hdr".
- Video files to use as textures.
- Audio files to play the background sound or have it enabled with triggers.
The Filter Editor allows you to change the look of the materials in the imported models. Take a look at a simple example of the material look configuring here: Animated 3d mask.
More examples can be found in the Examples section.
Media files import
You can add the background sound to an effect via the MEDIA panel.
- Windows 7 or higher, x64 architecture.
- 512 MB RAM.
- Graphics card that provides OpenGL 2.1 or higher.
Env filter - is tool, which convert .hdr images into diffuse, specular cubemaps and BRDF texture, which are needed for pbr rendering, from where takes diffuse light, specular light and brdf reflection.
Output will be saved into same directory from which environment.hdr was taken.
env_filter -out_dir path/to/out path/to/environment.hdr
Output will be saved into
Pbr_mat - is tool, which convert .png images into .ktx textures. This textures need to have special prefixes in the end of name:
- albedo (_BaseColor)
- normal (_Normal or _Normal_OpenGL)
- metallic (_Metallic)
- roughness (_Roughness)
- mrao (_MRAO)
- emissive (_Emissive)
- ao (_Mixed_AO or _AO);
pbr_mat tex1_BaseColor.png tex1_Normal.png tex1_Roughness.png tex1_Metallic .png
For each texture output will be saved in the same directory.