probiner

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About probiner

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  1. Would this be a nice feature request or useless eyecandy, or something Andrew is working on already? Cheers
  2. Actually just installed an old 4.0 version and the ambient lighting seems to be working on both. So maybe I was remembering something quite old. I Guess the PBR system for some reason overrides it, as it does nothing now, like I remember it didn't in some particular situation. http://prntscr.com/5ptwqz I see, but should the relief disapearing be reported? Cheers
  3. So simple cube, default brush. From left to right: A: 0 Gloss, 0 Metalness B: 100 Gloss, 0 Metalness C: 100 Gloss, 100 Metalness DX http://prntscr.com/5ptzl5 Relief: http://prntscr.com/5pu0bh GL: http://prntscr.com/5pu02o Relief: http://prntscr.com/5pu0en (notice the cursor is still aligning with the mesh) Cheers
  4. So I paint this test in DX: http://prntscr.com/5ptvzk Using the shipped materials. Those on top are the three red plastics in the PBR plastics tab. Then opened it in GL: http://prntscr.com/5ptwbo red became blue Same for CUDA DX e GL CUDA DX: http://prntscr.com/5ptwjk CUDA GL: http://prntscr.com/5ptw72 I'm using a GForce 760. Any clues? I actually runned into this because I was trying to adjust lighting in the viewport. I remember that DX did nothing when you changed the Ambient Lighting, so I went to GL to mess with that, when I faced the first issue. But now I find that in GL, changing the ambient lighting does nothing. Why? The PBR system overrides it? http://prntscr.com/5ptwqz Plus in GL when I try to check the Relief Only, the model vanishes! Cheers
  5. Ah, ok, true,I though it used to be called Voxel Room But you're right, the tricky part is that Voxels are converted to Surface on the fly when you go to the paint room. Had no idea. Anyways, I was looking forward more for per pixel painting relief, since it captures details better than SF vertex paint. Plus I noticed that the cavity map generated for dense SF isn't that useful for PBR painting: http://prntscr.com/5ptv1s Thanks Where do I actually load these maps by the way? Thanks
  6. I stand corrected. Voxels were being scaled and so the density made the material look different. Indeed reflections are working with pixel paint. I supposer SF mode is Voxels? If yes, ok I see, thanks.
  7. Kind of defeats the purpose of applying all channels with one stroke.
  8. Micro poly displacement seems to be the only answer so far... http://prntscr.com/5pldp4 http://prntscr.com/5pllw7 Not great for game models.
  9. Seems to me that voxels paint doesn't show normal/height displacement and that pixel pain doesn't show reflections but just colored spec. Is this true? There's no way to see all channels at play yet? pixel pain does relief: http://prntscr.com/5pl5dn voxel paint does reflections: http://prntscr.com/5pl6pr (relief channel always empty) Can't have both though... -_-' Sorry if this is known, first time I tested 3DC PBR. Cheers
  10. Apparently is not something that interests development much, it's still hanging there
  11. http://www.fxguide.com/featured/whats-the-foundry-buying-the-tech-of-adf/ Looks good, but also looks like another 3D-Coat niche out of the window.
  12. I like the curves in there for initial polys. Modos Retopology with patching is also nead. Plus the Topology pen is a monster of a tool. Cheers
  13. Doh! Was just there... -_-' Done.
  14. Sorry I don't know "Use name correspondence for baking" rays will only stopped at the corresponding/match object? That's neat. I guess you'll have to do it by hand if you want to isolate low objects from catching details or other high objects. That would be a nice request though, allow the baking be done in sets, Cheers