Real Desktop 2.0 3D Desktop for Windows®
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Decoration editor

The editor is a important and very powerful tool of Real Desktop 2.0 and allows you to create your own decorations for Real Desktop. With the editor you can setup a number of parameters such as physical properties, shaders, light and functional properties of the decoration. All parameters together form the shape and behaviour of the decoration that you want to create. Start the decoration editor by the menu bar at the top of the screen under Decoration -> Create. This will open a dialog with the name Create decoration including all possible settings on the left side and the decoration preview on the right side. The gray grid within the preview represent the floor, whereby three three arrows in the color red, green and blue coming from the centre. Each arrow is aligned along one of the three axes (X/Y/Z) within the three-dimensional space. The point of view can be changed by a right-click within the preview and simultaneous movement of the mouse. The distance of the camera from the center of the scene can be changed by rotating the mouse wheel. The camera view target can be changed by pressing the Ctrl-key and click on one of the three appearing arrows and move the mouse in any direction. This is especially useful if one want to look at a particular position on the decoration.

By the tab Mesh you can make any adjustment with all objects that have to be imported. Currently the formats OBJ (Wavefront), mdl and md2 are support. With the button Add mesh... you can add a new object. This will then appear in the left list with its own file name. For each mesh you can attach an texture with the button Open texture.... Take care that the corresponding mesh in the list was be previously selected. With Mitmap levels you can set the number of mipmap levels for the texture of the selected meshes. Under Functions you will find a low of useful functions for your currently selected mesh. With Invert triangles you can reverse the triangle direction, where the triangles of your meshes are drawn. With Invert normals you can reverse the orientation of all triangles normal vector. With Calc gouraud you can calculate the normals of all the triangles much more soft by using the gouraud factor, where your mesh will appear in combination with the subsequent light calculation much more round/soft. The factor defines the angular-tolerance between two triangles, where the tolerance decreases by increasing the factor. With Optimize in the last step, the whole mesh run through an optimization routine where all duplicates vertices will be removed which results in a less memory consumption and a shorter render time.

By the tab Shader you get a lot of settings regarding the mesh surface. Under Texture you can select between Wrap (wrap textur) and Clamp (don't continue the textur at the edges). Under Transparency you can set the transparency (opacity) of the mesh, and with Alpharef you can set the bias where the transparency value should appear completely transparent. By Other you will find the function Highlight edges to draw all mesh edges a bit more stronger. This is especially useful if very fine structures of a mesh should be also clearly visible at a greater distance, such as the pointer of a clock. Under Material you can setup all parameters regarding the lighting of the mesh. Each material color will be multiplied by the light color during the render routine. The Diffuse color represent the direct light, the Ambient color for the ambient light. The Emissive color stands for its own emitted light and the Specular for the light source reflection on the mesh. Generaly, all four color values should be between black and white. With Specular power you can specify the intensity of the light source reflection. Under Reflection you can adjust the strength of the ambient reflection, whereby Global applies the full strength of the reflection value Power to the whole object. By Use tex alpha the reflection intensity depends on the alpha value at the corresponding position in the texture. Depending on the texture, certain areas of the mesh have a higher reflection, while other areas have no or less reflection.

By the rider Physics you can specify the settings related to the physical behavior of the decoration. Material provides you a Standard material, which is suitable to the most of the physical behavior of an object. With the Material Ball your decoration is getting more flexibility, which represent the physical behavior of a ball. Under Custom you can specify a custom value for the friction and elasticity of your decoration. Under Damping you can set the desired attenuation for your new decoration in the movement and rotation. Under Geometry you can add or remove any number of geometrical shapes for the internally calculated physical behavior of the decoration. In this case, the shapes Cube and Ball are supported. By default, a geometry cube with the maximum mesh dimensions will be added when the first mesh was inserted. This and all other geometries can be free moved, rotated and scaled within the preview. Ideally, these geometries should match with the basic shape of your decoration as good as possible, by using as less geometries as possible. In the upper part of the dialog you will find the option Mass, where you can specify the weight of your decoration. The mass determines how light/heavy the decoration behaves by a collision with another decoration. Below you can set with Collision sound the sound that should be played in the collision case with another object. By selecting Default the default collision sound is used and by Custom the .wav or .ogg file you have chosen before on your hard drive. In the same way, you can setup the Sliding sound, which will be played when your decoration is sliding on the surface. By a click on the Start simulation button you can start the physics simulation to test the current behavior of your decoration relating to your latest settings.

Under the tab Light you can attach a light source to your decorating, if you want to crate for example a lamp decoration. Top of the dialog you will find the Properties which control the general properties of the selected light source. Select Point when your light source should appear as a point-light and emit its light 360° in all directions. Select Spot if the light should be emitted in only one direction, whereby you can define with the slider Angle the desired angle. Below the Color you can choose the light color and the slider Power control the light source intensity (luminosity). By the slider Flicker you can set the flickering intensity effect, which can be used to simulate a fire in a fireplace or a candle. Under Manage you can Add a new light source or remove the current light source via Remove. With the button Next, you can switch to the next light source to edit its parameters. In the upper part of the dialog you will find the option Texture, which will projected by the light on all objects and walls, if defined. Below you will find the Shadow-resolution slider so you can adjust the shadow resolution of your light source. As higher the value, as sharper and more detailed the shadow will be calculated, but finally it will need much more computing power. The value should selected between a good quality and a good performance, where the shadow resolution of 256 is in most cases a good value.

By the Functions tab you can add different functionalities to your decoration. In the area General you can add common functionality to your decoration, such as the possibility of Change size, Fix, Pin on wall, Label and Camera focus. Under Load variations you can specify the name of the class that should be loaded with to your decoration. For example, you can give a plant the choice of different pots, which are assigned to the class name "FlowerPot". So the user can select from the decoration context menu between different pots using this class name. Enter at Menuname the desired name of the class category, which will be displayed in the context menu. In our example, the menu name "Pot" fit well. In the lower list you will see all available decorations, which were created as a variation and match your entered class name. In the upper part of the dialog, you will find the setting Light and regulate brightness, whereby after activation you allow the user to change the brightness of all lights within your decoration. Under Special you will find special features that were created for specific decorations and can be used for free.

If you want to create your decorating as a variation, you can specify under the tab Variation the suitable class name. Under the tab Initial rotation you are able to rotate the decoration around the X, Y and Z axis, before it will inserted into the room by the user. You can use the setting to let your decoration rotate into the right direction, so it will fall directly to the decoration main surface. After you have made your settings and your decoration suit your idea, you can click on the Create button to specify in the following dialog the name and the folder for your new decoration. You can choose any unused name for your decoration and you have the choice of a lot of different folders. You can also specify a new folder name under Custom, so a new folder for your decoration will be created. Finally click the Create button to create your decoration.

Congratulations on your first decoration!