The JSR-184 data file is represented as the root object of your scene. Many of the parameters of objects in the JSR-184 data
file can be adjusted to optimize the output of your scene. You can preview your exported scene using the JSR-184 Standalone Player.
NoteAll editable parameters are displayed in boldface.
The JSR-184 Data File
Material Table
Material Table is a special object that contains all the materials and textures used in the JSR-184 scene. The Material Table
has a two-level structure: the 3ds Max material name is the first level and its associated textures comprise the second level. The Material Table is represented
as [Material Table] in the JSR-184 scene tree.
The 3ds Max level displays the following parameters:
- Approx.Object Size: Shows the object size with sub-objects.
- User-defined ID: Displays the user ID for the object.
- Layers: Sets the rendering layer for the JSR-184 Appearance Object. When rendering a World, Group, or Mesh, submeshes and sprites
are rendered in the order of ascending layers.
The texture level displays the following parameters:
- Approx.Object Size: Shows the object size with sub-objects.
- User-defined ID: Displays the user ID for the object.
- Blending: Specifies how to combine the filtered texture color with the incoming fragment color in a texturing unit. This is equivalent
to the texture environment mode in OpenGL. Options are Add, Blend, Decal, Modulate, and Replace.
- WrappingS and WrappingT: The Repeat and Clamp texture wrapping modes define the treatment of coordinate values that are outside the [0,1] range.
- Level Filter: Sets the texture filtering. Options are Nearest, Linear, and Base Level.
- Image Filter: Sets the image filtering. Options are Nearest, Linear, and Base Level.
World
World is a special Group node that is a top-level container for scene graphs. A World Object is represented as <<World>> in
the JSR-184 scene tree. Every world object has three sub-objects: [Background], [Active Camera], and [Ambient Light]. A World
object has the following parameters:
- Approx.Object Size: Shows the object size with sub-objects.
- User-defined ID: Displays the user ID for the object.
- Enable Rendering: Sets the picking enable flag of this node. The effective rendering enable status for this node is the logical AND of the
enable flags on this node and all of its ancestors. This means that the World node is disabled if any of its ancestors are
disabled. The status of the World node has an effect only if all its ancestors are enabled. If the effective status is set
to True, this node is enabled. If it is False, it is disabled.
- Enable Picking: Sets the picking enable flag of this node. The effective rendering enable status for this node is the logical AND of the
enable flags on this node and all of its ancestors. This means that the World node is disabled if any of its ancestors are
disabled. The status of the World node has an effect only if all its ancestors are enabled. Options are True and False.
- Alpha Factor: Allows groups of mesh objects to fade in and out conveniently, provided that certain preconditions related to their appearance
are met. The Alpha Factor is defined for each node, and its value is between 0 and 255.
- Scope: Allows the scene graph nodes to form conceptual groups independent of the scene graph hierarchy. By default, all objects
are visible to all cameras and lit by all light sources. The scope is an integer bitmask set to –1 by default.
Background
Every world object has two sub-objects: [Background] and [Active Camera]. The only parameter available for the Active Camera
is selecting an active camera from sub-objects of the current World Object. Background parameters are listed below:
- Approx.Object Size: Shows the object size with sub-objects.
- User-defined ID: Displays the user ID for the object.
- Image Mode X and Image Mode Y: Sets the background image repeat mode for the X and Y directions. Image mode can be set to either Border or Repeat.
- Depth Clear Enabled: Enables or disables depth buffer clearing. If depth buffer clearing is enabled, the portion of the depth buffer that corresponds
to the viewport is cleared to the maximum depth value. Set this parameter to True to enable depth buffer clearing. Set it
to False to disable.
- Color Clear Enabled: Enables or disables color buffer clearing. If color buffer clearing is enabled, the portion of the color buffer that corresponds
to the viewport is cleared with the background image and/or the background color. Set this parameter to True to enable color
buffer clearing. Set it to False to disable.
Group
Group is a scene graph node that stores an unordered set of nodes as its children. A Group object is represented as <<Group>>
in the JSR-184 scene tree.
NoteSince most JSR-184 objects cannot contain any sub-objects, the JSR-184 exporter uses the Group object to represent the 3ds Max hierarchy. In this case, the Group object is assigned a name such as <<ObjectName Group>>, where ObjectName is the name of
the 3ds Max object with sub-objects. Parameters available for Group objects are the same as parameters for World objects.
Camera
Camera is a scene graph node that defines the position of the viewer in the scene and the projection from 3D to 2D. A Camera
object is assigned the same name as its counterpart in the original 3ds Max scene.
- Approx.Object Size: Shows the object size with sub-objects.
- User-defined ID: Displays the user ID for the object.
- Scope: Allows scene graph nodes to form conceptual groups independent of the scene graph hierarchy. The default scope is –1, implying
that all nodes are in the same scope. By default, all objects are visible to all cameras and are lit by all light sources.
- Projection Type: Sets the projection mode for the Camera. Options are Parallel and Perspective.
Ambient Light
Ambient light represents the ambient light color from the 3ds Max environment setting. Ambient light parameters are the same as Light parameters.
Light
Light is a scene graph node that represents different kinds of light sources. A Light object is assigned the same name as
its counterpart in the original 3ds Max scene.
- Approx.Object Size: Shows the object size with sub-objects.
- User-defined ID: Displays the user ID for the object.
- Enable Rendering: Sets the light to On or Off. Options are True and False.
- Scope: Allows scene graph nodes to form conceptual groups independent of the scene graph hierarchy. The default scope is –1, implying
that all nodes are in the same scope. By default, all objects are visible to all cameras and are lit by all light sources.
Sprite3D
Sprite3D is a scene graph node that represents a 2–dimensional image with a 3D position. The only way to create a Sprite3D
object is to convert a two-polygon 3ds Max mesh object. A Sprite3D object is named “Sprite, ObjectName,” where ObjectName is the name of the corresponding 3ds Max mesh object.
- Approx.Object Size: Shows the object size with sub-objects.
- User-defined ID: Displays the user ID for the object.
- Enable Rendering: Sets the rendering enable flag of this node. The effective rendering enable status for this node is the logical AND of the
enable flags on this node and all of its ancestors. This means that this node is disabled if any of its ancestors are disabled.
The status of this node has an effect only if all its ancestors are enabled. If the effective status is set to True, this
node is enabled. If it is False, it is disabled.
- Scope: Allows scene graph nodes to form conceptual groups independent of the scene graph hierarchy. The default scope is –1, implying
that all nodes are in the same scope. By default, all objects are visible to all cameras and are lit by all light sources.
Mesh
- Approx.Object Size: Shows the object size with sub-objects.
- User-defined ID: Displays the user ID for the object.
- Scope: Allows scene graph nodes to form conceptual groups independent of the scene graph hierarchy. The default scope is –1, implying
that all nodes are in the same scope. By default, all objects are visible to all cameras and are lit by all light sources.
- Projection Type: Sets the projection mode for the Camera. Options are Parallel and Perspective.
Morphing Mesh
Morphing mesh is a scene graph node that represents a vertex-morphing polygon mesh. A morphing mesh object is assigned the
same name as its counterpart in the original 3ds Max scene. Morphing mesh parameters are the same as mesh object parameters.
NoteMorphing animation is not supported. A Morphing mesh is exported with morph targets. If you wish to export a morphing mesh
animation, set animated weights to morph targets during playback.
Skinned Mesh
Skinned Mesh is a scene graph node that represents a skeletally-animated polygon mesh. A skinned mesh object in the JSR-184
scene is assigned the same name as its counterpart in the original 3ds Max scene. Skinned mesh parameters are the same as Mesh Object parameters.
NoteBiped meshes are not supported.