I want to open here a discussion about the chance to export a 3d model, baked in some way, in order to have a photorealistic model for an interactive use in a browser.
I spoke about this kind of use:
http://gaming.logitech.com/it-it/produc ... mouse-g303
I think that is the future for product representations, configurators, etc.
I know that a knowledge of WebGL language and programming is needed, but wouyld be great almost to know what to do from Octane side in order to export the right stuff.
How to export from Octane to WebGL?
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This could be something!
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- FrankPooleFloating

- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
If I had time, I would give more detailed info, but look into three.js, and try to figure out if this within your ability. Editing the javascript inside the included example .html files and swapping your OBJs (FBX, etc.. or you can use Blender to export to native three.js model files) from the embedded ones might be a good starting point for you. And yes, baked maps look freakin' incredible.. in WebGL.. anywhere.
http://threejs.org/
One other tidbit, if helps bigtime to put a (localhost version of) chrome shortcut on desktop -- put this inside Shortcut > Target: "C:\Program Files (x86)\Google\Chrome\Application\chrome.exe" chrome --allow-file-access-from-files
This allows you test your local copies of webgl stuff without errors or restrictions. Then you just drag html files into this local version of Chrome.
http://threejs.org/
One other tidbit, if helps bigtime to put a (localhost version of) chrome shortcut on desktop -- put this inside Shortcut > Target: "C:\Program Files (x86)\Google\Chrome\Application\chrome.exe" chrome --allow-file-access-from-files
This allows you test your local copies of webgl stuff without errors or restrictions. Then you just drag html files into this local version of Chrome.
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On the to-do list is an ORBX media player 3.0 port to WebGL, with support for mesh exporting (alongside baking). In the interim, we plan to support remote ORBX live streams in the ORBX.js client, meaning you get the full 3.0 features and PC GPU power+storage handled server-side. You can test this system through the cloud demos menu on this page.GIOLETS wrote:I want to open here a discussion about the chance to export a 3d model, baked in some way, in order to have a photorealistic model for an interactive use in a browser.
I spoke about this kind of use:
http://gaming.logitech.com/it-it/produc ... mouse-g303
I think that is the future for product representations, configurators, etc.
I know that a knowledge of WebGL language and programming is needed, but wouyld be great almost to know what to do from Octane side in order to export the right stuff.
- FrankPooleFloating

- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Goldorak's solution is way, waaay easier. Go with that. Wrestling with WebGL and Javascript in general is not for the faint of heart. I work in JS a lot, so three.js is kind of fun for me. 
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- gabrielefx

- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
when Octane 3.0 will be able to export an fbx scene with its textures then you can use Unity 5.
With Unity 5 it's a snap exporting a webgl scene.
Also you can add interactivity.
With Unity 5 it's a snap exporting a webgl scene.
Also you can add interactivity.
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Will be covered at GTCgabrielefx wrote:when Octane 3.0 will be able to export an fbx scene with its textures then you can use Unity 5.
With Unity 5 it's a snap exporting a webgl scene.
Also you can add interactivity.
Sorry for my question, but I have not a great skill on these arguments.
We're (we hope so) able to produce good images but our mind is not so able to understand about WebGL, Javascript ..ORBX.
So, if I have understood well the easyest way to go, in order to create web configurators, is to use a sort of "cloud-rendering" (is ORBX?) where the users can switch or select the product features and the rendering will be made by Octane engine on the fly using cloud computing.
Sorry again for my ignorance about it: in that case how could be possible to configure an user friendly interface between web browser and Octane?
Here we have a lot of request for realising Web configurator for all sort of industrial products.
Realising a configurator in a traditional way, I mean realising each image for each combination, in some cases require a huge number of images, cause to the number of combinations between colors, sizes, accessories, etc..
So in a lot of cases the price request to client make impossible to realise the project.
This is the reason why I have asked about a "WebGL solution", like in the example for Logitech mouse that I have mentioned.
But other solution are possible, like the one (that is also my old idea) to have a user friendly interface on the browser and do the render in real-time.
Is ORBX the right way to realize it?
Anyone could explain me (like you should do with a child) what in practice we should do?
We're (we hope so) able to produce good images but our mind is not so able to understand about WebGL, Javascript ..ORBX.
So, if I have understood well the easyest way to go, in order to create web configurators, is to use a sort of "cloud-rendering" (is ORBX?) where the users can switch or select the product features and the rendering will be made by Octane engine on the fly using cloud computing.
Sorry again for my ignorance about it: in that case how could be possible to configure an user friendly interface between web browser and Octane?
Here we have a lot of request for realising Web configurator for all sort of industrial products.
Realising a configurator in a traditional way, I mean realising each image for each combination, in some cases require a huge number of images, cause to the number of combinations between colors, sizes, accessories, etc..
So in a lot of cases the price request to client make impossible to realise the project.
This is the reason why I have asked about a "WebGL solution", like in the example for Logitech mouse that I have mentioned.
But other solution are possible, like the one (that is also my old idea) to have a user friendly interface on the browser and do the render in real-time.
Is ORBX the right way to realize it?
Anyone could explain me (like you should do with a child) what in practice we should do?
i9-10900x, 96GB DDR4, 2xRTX 2080 TI, ASUS X299 SAGE, Windows 10
http://www.visual4d.it
http://www.visual4d.it
There's a lot of info here. I want to guide you in the right direction. Given the interactivity you want, I wonder if the simplest step is to perhaps start with Unity or Unreal - mixed with Octane 3 baking, and then try exporting to HTML5?GIOLETS wrote:Sorry for my question, but I have not a great skill on these arguments.
We're (we hope so) able to produce good images but our mind is not so able to understand about WebGL, Javascript ..ORBX.
So, if I have understood well the easyest way to go, in order to create web configurators, is to use a sort of "cloud-rendering" (is ORBX?) where the users can switch or select the product features and the rendering will be made by Octane engine on the fly using cloud computing.
Sorry again for my ignorance about it: in that case how could be possible to configure an user friendly interface between web browser and Octane?
Here we have a lot of request for realising Web configurator for all sort of industrial products.
Realising a configurator in a traditional way, I mean realising each image for each combination, in some cases require a huge number of images, cause to the number of combinations between colors, sizes, accessories, etc..
So in a lot of cases the price request to client make impossible to realise the project.
This is the reason why I have asked about a "WebGL solution", like in the example for Logitech mouse that I have mentioned.
But other solution are possible, like the one (that is also my old idea) to have a user friendly interface on the browser and do the render in real-time.
Is ORBX the right way to realize it?
Anyone could explain me (like you should do with a child) what in practice we should do?
An alternative to the UE4->HTML5 export would be to package your UE4 Windows binary and run it on x.io->HTML5 - as in the cloud demo UE4 samples above.
