Sandy3D, first impression

I was trying my hands on Sandy3D yesterday, I was overwhelmed with the features and the ease of use of this package. I tried it with FlashDevelop IDE and free Flex3 SDK and the development environment is simple, sweet and straight forward, loved in the first place itself. Then I went ahead and tried in FlashIDE and found its the same simple process.So whatever environment you choose, its going to be simple and easy. Here is the output of my experiment.
The process of creating 3D in Sandy3D package(and basically all kinds of 3D packages) is as follows:
1. Create the primitive objects
2. Create the materials
3. Add the materials to the appropriate objects
4. Create a Group of all the objects
5. Create Camera
6. Create the Scene Object
7. Render the Scene

Creating 3D objects has got various options like Line3D,Plane3D,Box etc. Well, while creating the objects there is a option to make the drawing unit as a triangle or quad.By default it makes in triangles and can be changed to quad.This is especially draw my attention as in the beginning 3DSMax never provided real QUAD based geometry edit option, but slowly it had been added. So ‘quad’ as a building unit is really a good news for me as a 3DArtist.Now, there is another great option is there for the 3D objects is ‘backfaceculling’.This option shows/hides the opposite side of a face. That means, by default Sandy3D does not render the backface of a geometry shape, this is ideal for speed and resource.But sometimes we need to have both the sides of a geometry to be rendered, then we need to make use of ‘backfaceculling’.It goes like
this.myBox.enableBackFaceCulling = false;//by default its ‘true’, to avoid rendering backface
Creating materials has got option to create transparency, use light etc.One good option I found is, if one wants to make the rendering of objects, kind of cell rendering, one can do that by providing line information in the material itself.Cool. All the lighting and material information is stored as ‘Appearance’ object.
Next is to assign the material to the object.This is done by assigning the ‘appearance’ property of the 3D objects to the ‘appearance’ created, while creating the material.Once done with it, one has to make a group of all the objects going to be rendered.There is a ‘Group’ class to be used to make this and the ‘addChild()’ method of group object adds objects to the group.
Creating a Camera object is done by ‘Camera3D’ class. This has got options to set FOV(Field Of Vision), Far Clip Plane and Near Clip Plane along with the position and transformation property.This is cool.
Creating a Scene is done with ‘Scene3D’ object.It takes the name of the scene, container of the 3D objects, camera object and the root group of all the objects for current scene.
The very last step is to render the Scene by calling ‘render()’ method of the scene object.
I am providing the source files along with the FlashDevelop project, so that you can directly open inside FlashDevelop.
All in all, I found Sandy3D is quite promising and can be used in a production environment.

Advertisements

One thought on “Sandy3D, first impression

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s