This is a set of guidelines to follow to create a scene for Previzion.


  • Standard polygon models, 12 Million Triangles for 30p and 4 Million Triangles for 60i.
  • Node count of 3000, includes objects, groups, and bones.
  • Normals facing the direction you want the texture displayed
  • Standard UV texture mapping; the view in Previzion should be more or less identical to what you see in the OpenGL viewport in Lightwave, Maya, or Modo with textures on.
  • Lighting baked into the textures.
  • Previzion can render a total pixel area of 3 Gigapixels, with a single texture maximum of 1.1 Gigapixels.
  • Previzion can decode between 2 and 10 1920×1080 streams of MPEG-2 video, depending on frame rate and machine hardware, for more click here.
  • Previzion can also decode between 1 and 2 4K H.264 videos, also depending on frame rate and machine hardware, for more click here.
  • The still textures that will be replaced by the MPEG2 video should have a video_ prefix, i.e. video_myTexture1 and video_myTexture2 or similar. Previzion’s FBX loader recognizes these textures, and creates a link that lets us drive the texture with the MPEG2 decoded frames. The original texture should be the same 1920×1080 aspect ratio that the MPEG2 files will be encoded at; we usually just use the first frame of the video file as the placeholder texture.
  • Textures can be JPEG, PNG, or Targa.
  • If you want transparency in a still texture, use a PNG or Targa RGBA file and put the transparency information in the Alpha channel. Apply this texture to both the Color and Transparency channels. This works great for ferns, tree leaves, etc. Or use transparency enabled CgFx shaders, refer to our list of Color Correction Shaders.