We’ve covered server-side V8 commands before but in this post we will go into a little more detail and use some of the helper classes that are provided with RealityServer to make common tasks easier. Quite often you want to kick off an application by creating a valid, empty scene ready for adding your content. Actually, it’s something we we need to do in a lot of our posts here so to avoid repeating it each time, lets make a V8 command to do it for us.
A core concept in RealityServer which many new users have some difficulty understanding is Scopes. The use of scopes is critical in making effective use of RealityServer in a production environment where multiple users or multiple independent operations are happening at once. In this article we will go into more depth on what scopes are and how to use them.
In this article we’ll take a quick look at how to use the UAC system in RealityServer to effectively manage user sessions and clean up server memory when users go away. There won’t be a lot of pretty pictures (well there is one if you make it to the end) but for those of you getting your hands dirty with RealityServer in production, you’ll get some valuable pointers to help keep your server from filling up with unused data.
In our last post we explored using the RealityServer compositing system to produce imagery for product configurators at scale. Check out that article first if you haven’t already as it contains a great introduction to how the system works. In this follow up post we will explore the possibilities of using the same system to modify the lighting in a scene without having to re-render, allowing us to build a lighting configurator.
RealityServer 5.1 introduced a new way to generate images of configurations of your scenes without the need to re-render them from scratch. We call this Compositing even though it’s actually very different to traditional compositing techniques. In this article we will dive into the detail of how to use the new system to render without rendering and speed up your configurator.
RealityServer 5.1 introduced new functionality for working with canvases in V8. In this post I’m going to show you how to do some basic things like resizing and accessing individual canvas pixels. We’ll build a fun little command to render a scene and process the result into a piece of interactive ASCII art. Of course, this doesn’t have much practical utility but it’s a great way to learn about this new feature!
In this, the second part of our article on transformations I will introduce SRT (Scaling, Rotation, Translation) transformations. Unlike the previous article, this one will have a lot less maths and shows you a simpler way to work with transformations in RealityServer. Additionally the method allows for automatic interpolation of transformations over time in a smooth way which is great for creating animations. Once things are moving you can also introduce motion blur for more realistic results. Read on to discover the ease of SRT transformations.
Transformations are fundamental to working with 3D scenes and something that can be frequently confusing to those that haven’t worked in 3D before. In this, the first of two articles I will show you how to encode 3D transformations as a single 4×4 matrix which you can then pass into the appropriate RealityServer command to position, orient and scale objects in your scene. In a second part I will dive into a newer method of specifying transformations in RealityServer called SRT transformations which also allows for the easy animation of objects.
In this article I am going to show you how add light sources to your RealityServer scene using the Web-services API. You will learn how to add several different types of lights, including a photometric light using an IES data file, an area light, a spot light and daylight. This will be a very simple example but will give you all of the pieces you need to programmatically add lighting to your scene. You can expand on the concepts shown here to make different types of lighting very easily.
RealityServer 4.4 build 1527.46 has just been released adding Iray 2016.1.1 which includes support for rendering stereo, spherical VR imagery suitable for viewing with devices such as the Oculus Rift, HTC Vive, Samsung GearVR, OSVR and Google Cardboard viewers. There are also numerous small additions and bug fixes and some other new features such as spectral rendering, however VR rendering is the headline item. In this article we will show you how to do simple VR rendering with RealityServer.
In this article I am going to show you how to create a simple 3D scene, completely from scratch using RealityServer. You will learn about the anatomy of a RealityServer scene and the different components that go into making it up, including options, groups, instances, cameras, geometry and environment lighting. While the scene will be very simple there will be many key principles of RealityServer and NVIDIA Iray demonstrated which you can expand on to build more complex scenes.
When getting started with RealityServer, many customers ask us the best place to begin in order to learn how RealityServer works. One of the best and most enjoyable ways we find is to explore the JSON-RPC API which remains the main way that RealityServer functionality is accessed. In this article we will provide an overview of how the RealityServer JSON-RPC API works and some of the best ways to explore and play with functionality exposed there. Whether you are new to RealityServer or a veteran user you will find some valuable pointers.
So you have obtained RealityServer and installed your license server, what now? We frequently get questions about the best place to start learning about RealityServer and how to use it. As RealityServer is a large, very generalised platform it can be difficult to know where to start. This article provides some pointers on where to start and the best way to learn the basics.