3D CMS Release Notes

September 2nd, 2020 Release Notes

Updates deployed on September 2nd, 2020

  • Introducing Texture Compression Customization
    • Users now have the ability to customize Texture Compression settings for each 3D file they upload to the VNTANA Platform. These settings enable Users to define the amount of compression that suits their needs. To take advantage of this process, Users may access this module from 3 separate locations; when adding a product to the platform, bulk editing assets from the products page, and/or reviewing an individual asset’s detail page.
  • The Texture Compression settings are:
    • Texture Resolution: Recommended resolution is 2K.
    • Compression Type:
      • Lossless compression means that as the file size is compressed, the picture quality remains the exact same.
      • Lossy compression reduces the size of the texture by degrading the quality of the image, most of the time this degradation is unnoticeable by the viewer so we highly suggest trying this out!
    • Compression Aggression: The higher the number, the more compressed the image is, which results in smaller texture size. ie. 10: being the strongest will result in the lowest quality and smallest file. This option applies when Lossy compression is selected.
  • Introducing Bulk Actions across the VNTANA Platform.
    1. Bulk Upload multiple assets at once via the ‘Add Product’ page. The optimization, texture compression or other settings chosen will apply to all files uploaded at that time.
    2. Bulk Download multiple assets directly from the ‘Manage Products’ page – extension types available: GLB, USDZ, and Original.
    3. Bulk Edit multiple assets directly from the ‘Manage Products’ page – Users may update the optimization settings, define texture compression options as well as assign location, tags, and attributes for the assets selected.

May 26th, 2020 Release Notes

Updates deployed on May 26th, 2020

  • Role-Based User Management
    • VNTANA’s Platform now supports multiple users and role management. The roles we support are:
      • Organization Owner – this is the person who initiated the Organization, and is primarily responsible for billing. They have full functionality.
      • Organization Admin – these are the users invited to the Organization by the Owner, and have full functionality aside from billing.
  • New upload file types supported: We now support GLB and GLTF uploads, along with the current FBX, OBJ, and STL.
  • Bigger files: You can now upload files up to 2GB to our platform for processing and storage.
  • Setting and saving lighting and zoom settings in our Webviewer:
    • We have created a series of lighting and environment map presets for models that you can choose from and save to your model for viewing. We also offer exposure and turning zoom on and off as saved settings as well.
    • You can also view your model’s wireframes and normals, and set the model to auto-rotate for review.
  • The ability to batch-upload 3D models via our API. You can find the latest documentation here.
  • New Optimization Settings and Capabilities:
    • We’re making it easier to process your models. Just set Optimization to be on, and we will automatically decimate the model as much as we can while maintaining our standard high levels of accuracy and visual fidelity.
    • We’ve also added a suite of advanced settings, including:
      • Obstructed Geometry Removal:
        • This toggle will allow you to decide if you’d like to remove meshes that are not visible to the user, in order to reduce your poly count and final file size. We have two main types of Obstructed Geometry Removal in the algorithm:
          • Remove non-parallel obstructed meshes:
            • If a model contains meshes that are obstructed/not visible to the user, and those meshes are not super close or parallel to visible meshes, the user can elect to remove those meshes to decrease file size.
          • Remove parallel obstructed meshes
            • If a model contains meshes that are obstructed/not visible to the user, and those meshes very close or parallel to visible meshes, the user can elect to remove those meshes to decrease file size and prevent adjacent meshes from optimizing through each other.
      • Setting a target poly count for optimization.
      • Specifying your output poly shape:
        • We recognize what an asset comes in as, and decimate and output it with the same poly shape (i.e. in as triangles, out as triangles)
          • The optimizer can also detect if an asset was quads but was triangulated by the user. It will re-quad the asset, optimize it that way, and then re-triangulate it for output.
        • The user can override the original poly shape and set the output to force to triangles or quads
      • Toggling Draco Compression on or off – we recommend and default to on.
    • Behind the scenes, we have been making enormous advances on performance and speed and have added features like:
      • Polygon shape-specific optimization algorithms:
        • We have separate algorithms to maximize optimization for models built with both quads and tris.
      • Mesh instance detection:
        • If a mesh has been instanced (for example, if when modelling a car the artist created 1 tire, then copied/instanced the mesh for the other 3 tires), the optimizer will recognize the presence of an instanced mesh, optimize only one instance, and then replace the other instances with the optimized version.
      • Texture compression and optimization
        • Textures are converted to JPG or PNG
        • PNG are run through a lossless compressor to reduce file size
        • All textures are re-sized to 2K for web and mobile compatibility
      • Sanitization:
        • Weld un-welded vertices
        • Smooth non-smoothed meshes
        • OBJ polygon and vertex sanitization
        • Construct an indexed representation of all geometric elements leading to a smaller file size.