MuvizuTeam - all messages by user

2016/12/13 15:55:33
New release update: Static lighting and OBJ import There have been a number of conversations on the forum regarding the performance of Muvizu compared to the Unreal Engine it is based on.


For those that don't know, a lot of the difference in performance is because game levels use static lighting.


Static lighting is where any objects and lights that do not move have their lighting calculated before the game is started. In these cases “light maps” and “shadows maps” are pre-calculated and saved with the level. When pre-calculating lighting, more sophisticated rendering can be used, and this allows effects like global illumination.



This latest version of Muvizu has an option to allow the user to create static lighting for their scene. Creating static lighting can take a long time to calculate, but it should significantly increase performance in the final scene. The length of time taken will depend on the complexity of your scene. Once lighting is built, the lights in the scene are no longer calculated for the static objects.


You can, of course, also switch back to dynamic lighting if you prefer, and by default, scenes will be dynamically lit.


OBJ importing


The OBJ format is one of the most common 3D object file formats. We have now added support for these files.

Both of these features are available in Muvizu Play. Enjoy!
2016/11/14 11:21:50
Introducing Voxelise Hi All,


We are incredibly proud at Digimania to announce the release of our new 3D modeling software "Voxelise".


Voxelise makes 3D modeling easy by using versatile little cubes called voxels.


Voxelise is a fresh take on voxel modeling and produces overall, a different style to Muvizu. Free trials are available to all - visit voxelise.com to download a copy.



Voxelise allows models to be exported as .FBX which can be imported into Muvizu as demonstrated in the tutorial below.





Models can also be exported in a host of other formats including; .GIF (Animated), .STL (for 3D printing), and Minecraft Schematic. (More tutorials are available on the website voxelise.com).


Thanks,
Jo
2016/10/17 14:29:40
NEW Trick or Treat Junior pack - in the store now! Hi All,


NEW Trick or Treat Junior pack - available NOW! Perfect for Halloween!


4 x characters:
  • Mummy
  • Wolfman
  • Frankenstein
  • Grim Reaper

PLUS attachments and animations (check in store for full details)


Enjoy!
2016/9/6 15:21:10
An open Letter to Muvizu's developers Rocque wrote:
It is great that someone responded. I hope that they will keep the dialog going. I wonder if they look at what is being created on this site and the contributions of so many people who add characters and scenes? This is a great community, and I hope they will continue to support the users here, and we will continue to support them.


Hi Rocque,

Thanks for your post - we have a team member who looks on the forum and user contributions so we keep up to date with all the videos and activity. We know we need to get better at sharing what you guys are working on though.

Jo
2016/9/5 14:57:35
An open Letter to Muvizu's developers PatMarrNC wrote:
I want to start by saying that I love this software. Whoever conceptualized it and created the amazingly intuitive interface is brilliant! At the current price it is by far the most affordable and usable product of its type on the market. In my opinion, you haven't even scratched the surface of your earning potential. If you focused on making money through sales of add-on products (and if you actually dedicated resources to CREATING useful add-on products) you could arrange deals with all sorts of hardware manufacturers to include Muvizu as bundles with their products. Every video card should come with Muvizu. That would position you for a huge active user base who would all want to buy your accessory packs.

Instead, you dedicate your development resources to create 3D rotation packs and Oculus rift viewer packs that are useless to 99.9% of the people who use your software. That's not good marketing strategy.

I have to wonder why the dev team would spend resources to develop useless stuff when there are features we've been asking for and which we are willing to pay for! It had to cost Digimania a fair amount of money to pay for the man hours involved in the development of the oculus and 360 degree rotation features, neither of which is really useful in the world of video creation. I have to guess its because Muvizu is based on a game engine, and you probably hire developers from the gaming industry, who come to the workplace with ideas and skills that are useful in that environment. But although there is some overlap, they are two different paradigms. Your customers are basically film makers, and until Muvizu starts catering to the specific needs of video production the products you release will continue to be useless to us, and money losers for the company.

Given the low price of the base product, the expansion packs are where you stand to make money. Develop what we want, and we'll buy it. Develop things we can't use, and we won't.