vvvv's 3d rendering engine VL.Stride is based on the Stride 3d Engine and shipping with the installation. It allows for 2 distinct workflows:
- A high-level, easy to use SceneGraph approach, where you build 3d scenes by simply adding models, and lights to a scene. Models can be given materials to define their look
- A low-level approach, work with the graphics API directly
Both workflows can be easily combined, see Rendering for more details.
You you can write shaders (vertex, pixel, geometry, compute) using the Stride Shading Language (an extension to HLSL) to customize your rendering in both workflows.
A range of Post FX, like ambient occlusion, depth of field, bloom, etc. are available too. VL.Stride also allows you to output content to VR Devices.
In general the Stride Documentation is useful for understanding key concepts of the engine.
- NuGet: VL.Fuse is a collection of GPU tools and libraries to use with VL.Stride. Think: Distance Fields & Raymarching, Particles, Procedural Geometry, Textures and Materials, GPGPU. For details, see The FUSE Lab
- NuGet: VL.CEF is a HTML texture renderer for Stride
- NuGet: VL.IO.PLY for loading PLY pointcloud files
- NuGet: VL.IO.Teximp for texture IO and processing
- NuGet: VL.Assimp is an alternative 3d model loader for Stride
- Stride Shader Explorer to browse available shaders to inherit from (requires also Stride to be installed)
- List of Material Editors
For an alternative, very primitive wireframe 3d engine, see VL.Skia3d: NuGet: VL.Skia3d