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Trian3DBuilder Update to Version 6.3

An Update for Trian3DBuilder is Now Available.

Key Features

Roads Module

  • Editable AI Splines for OpenDrive

So far the AI Splines for OpenDrive within crossings have been generated procedural and automatically. This is still the case, but with the new version of Trian3DBuilder it is possible to edit the AI Splines and export the modified version to OpenDrive without changing anything in the visual database. This function is extremely helpful when editing complex crossings. Like any other vector, the AI Splines are very easy to edit using the Trian3DBuilder vector tools.​

  • WYSIWYG Live Update Deactivation

That is a new function to activate and deactivate the live update for changes on Road WYSIWYG geometries. The function will speed up your workflow if you make many modifications via Road WYSIWYG and don’t need the instant visual feedback for the whole geometry.

VBS Export Improvement

  • Support of VBS Model Libraries!

Trian3DBuilder now supports Bohemia Interactive’s VBS Model Libraries, packed as .tml file. In order to do that, go to your Trian3DBuilder Library, create a new group and select the .tml file. Then select the models which should be imported into your Trian3DBuilder Library. The models can be placed as external reference using the normal workflow via Point-, Contour-, Area Obj Placer or Geotypic Module.

  • Biotopic Definitions

Use SilvadorLight to create biotopic files for the procedural generation of vegetation in your VBS Simulation. Trian3DBuilder now comes with a function to read Silvadors .sx files and export the definition to your “ready to use” VBS Terrain.

  • Enlighten your Scenes

Take the maximal benefit from the combination of Trian3DBuilder Modules. Use the Trian3D Maritime Module to create your flight, offshore or coast scenarios, and light them up! The maritime module uses nautical charts to automatically place swimming buoys and beacons with lights in your scene. All lights including direction, color and blinking sequences will be exported and placed into your VBS terrain.

The VBS Exporter now supports objects with lights, such as street lamps, traffic lights, etc. To make use of this function just add a lightpoint to your model. Of course Trian3DBuilder comes with a selection of usable models to increase your database.

Performance Improvement

The read/write management has been optimized to reduce the access to the hard disc and the memory workload during the mesh generation. The use of multi-threading is optimized as well and saves up to one third of the previous generation time for large databases.

Furthermore, Trian3DBuilder now supports OSG DrawElements in OpenSceneGraph 3.4 and higher, instead of Indices Array which are not longer supported in newer OSG and OpenGL Versions. The changeover also reduces memory usage, resulting in the fastest terrain generation.

Handling of Imagery

There is a small but helpful new function to manage the imagery that is not yet ready for generation. The procedure goes as follows: Select as many colors as you like and turn them into transparency. This way colors which are often at the edges or in the background but are actually not part of the real image won’t be used for generation.


  • VBS Improvements

-support adding of models from VBS Model libraries

-support of biotopic definitions

-support nautical lights and street lamp lights

-improve export of config files for 3d Models

  • Support of OpenSceneGraph 3.4 (and higher) IVE/OSGB etc.

-rendering with support of osg::DrawElementsUInt instead of osg::IndicesArray

  • Improved memory and read/write management of terrain mesh handling

  • Faster access to geodata by improved multithreading

  • Support for multiple transparent colors for imagery

  • Editable AI splines for roads

  • Improved road generation

  • Automatic fixing of broken modifiers on project load

  • Visual Studio 2015

-new compiler built -SDK support for VS2015

  • Activate\Deactivate WYSIWYG update

  • misc fixes

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Once posts are published, you’ll see them here.
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Once posts are published, you’ll see them here.
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