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DRAWINGTANK

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Everything posted by DRAWINGTANK

  1. "Perhaps being able to 'fill' with actual objects would be an option as well?" I like were you are going with this .... got my vote
  2. +1 good idea... very much needed + If Andrew could add the ability to "STORE" Camera (view) presets That way you can have several buttons that we can label ex: favorite, side, B Shot, etc... dramatically speeding things up on the navigation side. thank you for your time
  3. Update: I got it to work again the key is "Stroke" Sphere extrusion doesn't work with " Brush pressure affects radius and depth " maybe not a bug... but I think that Andrew can polish this a lot more just like ZBrush's method, it works with all kinds of strokes while giving more control on the depth. So my request for this is still valid
  4. Hi Tom, I did several tests and I briefly got it to work when I checked and unchecked the " Draw from first point " However I can not reproduce the "Sphere Extrusion" ... so it must be a bug for sure ! Thank you for your & tree321's assistance
  5. As I mentioned before, I see no difference in depth at all when I increase or decrease the values are you on a PC or Mac ? Could this be a bug ?
  6. Hi Tom, Well if the extrusion is the spheres depth then it doesn't work at all or at least on the Mac side, the extrusion has no affect at all. Did you take a look at link as to what I mean by depth control ?
  7. Hi, Thank you.. it did work don't know how I overlocked this however the "Depth" control is still missing as far as I have tried the extrusion does not affect depth. Just as I can control "Depth" on the "On Pen" tool by increasing the depth this could be done with the Sphere tool as well. To see ZBrush's way please click the link below: DEPTH CONTROL
  8. Hello Andrew, I think this is a fairly simple request (I hope) Please add a check box for " Stick to Surface" or the Sphere Tool in the Voxel room. this simple feature would make things so easy to just build form with the sphere tool... It drives me crazy that I am happily creating voxel "spheres" building surface as you would in real life, slapping clay on an armature and all of a sudden the spheres take a turn inside the form and disappear + ++++ Please also add a "Depth" control for the sphere tool as in ZBrush's ZSpheres "Depth" control +++++++ Thank you for your time
  9. Hello Andrew It's been a while since this request, and I just saw that moska posted about OverCoat: A a technique to generalize the 2D painting metaphor to 3D that allows the artist to treat the full 3D space as a canvas. OverCoat PDF It's the same principal as I Love Sketch, creating geometry from doodles. I hope you can take a look and get inspired and give us some magic ! thank you for your time
  10. I love this... great find ! A while back I created this post http://3d-coat.com/forum/index.php?showtopic=4260 requesting something similar... I defiantly hope that Andrew takes an interest in this
  11. Hello Andrew, I would like to request that the " On Pen " in Tool Options under Merge, work with all " Brush Pressure and mouse click settings " giving more control on (Yaw, Pitch and Roll) on the fly. So I can use the Stamp Mode, Stamp Mode with movable Brush or Paint with Draw contours (Lasso) with the "On Pen" . The same way I can determine the " Depth" by increasing or decreasing the depth on the brush setting via my tablets pen, I wish for a way to control the Yaw, Pitch and Roll the same way via my Wacom Pen. I know that I can adjust the Yaw, Pitch and Roll under Tool Options but I find it a hassle to have to adjust this way, it slows me down quite a bit ..brakes the flow of creation + I can also use the Transform tool to get it precisely where I want it but again its very slow process. Please add the ability to control the "Depth" just like "On Pen" tool for the "Snake" tool, by raising or lowering the " Depth" Thank you for you time
  12. +1 as you can in Zbrush .. it is really helpful
  13. Agree + It would be very useful if we could " save " many versions of this " PEN " Mesh Brush for later use and be able to play with Pen options, spacing direction son on instead of been limited by the Merge dialogue box
  14. Hi Andrew As I show on the images on this post I only use "Quadrangulate and merge for Ptex" and there is no other models or materials or layers in the Paint or Retopo Areas to cause problems as you have suggested I did another test with a model and I made sure there was no left over layers and materials in paint room and I still get the artifacts, please take a look thanks again ps: I emailed you my model so you can try for your self
  15. Hi Andrew I just attached 1 zip about 256mb file containing 2 different models it seems that the problem gets worst when the model is small in size less then 4 grids in with and hight Thank you and keep up the great work 3dc is amazing...can't wait for what you have in store for us bravo PS: pls. let me know if you have any trouble opening the files
  16. "it truly is something that just seems MADE for voxels" +1 agree Vector Displacement Brushes are amazing in 3DC it could be called the " Magic " brush if they can can grow ears, teethes with polys, just imagine in 3DC ... possibilities are endless with Voxels " To go further, if you could capture a portion of the surface of a voxel sculpt, similar to how you can during painting, and have that made into a brush that would be even more amazing. "
  17. Hello Andrew, I been trying to use Ptex but at least for me it seems very buggy After I use Quadrangulate and merge for Ptex I keep getting some strange mesh inner penetration making Ptex unusable ! All I did was to use the sphere tool and created some simple shape to test Ptex out, unfortunately I have yet to see how good Ptex is due to either my computer freezing up or this artifacts PS: Subdivision progress takes way too long btw .... well I hope you can make using Ptex a smooth operation soon Thank you for you attention once again Model Name: MacBook Pro Model Identifier: MacBookPro3,1 Processor Name: Intel Core 2 Duo Processor Speed: 2.4 GHz Number Of Processors: 1 Total Number Of Cores: 2 L2 Cache: 4 MB Memory: 4 GB Bus Speed: 800 MHz Boot ROM Version: MBP31.0070.B07 NVIDIA GeForce 8600M GT: Chipset Model: GeForce 8600M GT Type: GPU Bus: PCIe PCIe Lane Width: x16 VRAM (Total): 256 MB Vendor: NVIDIA (0x10de) Device ID: 0x0407 Revision ID: 0x00a1 ROM Revision: 3175 running latest build of Snow Leopard 3DC 3.3.07
  18. Hi Andrew ! Any update on this request ? thank you as always
  19. Hello Andrew ! well I was hoping you could at least implement " soon " the option to " stick to ground " for the Sphere Brush it would be extremely helpful as it would allow the user to use mesh as reference or guide to build form more quickly Right now it is frustrating that we have no real directional control of the " stroke"... Sphere tool kinda wants to draw staright lines... not very intuitive PS: it would be very helpful as well if you could add " Depth Control " for the Sphere Brush as well I hope you get inspired to give this some attention thank you once again
  20. thats what I meant... "refine" 3DC'a render towards Octane level at some point
  21. or better yet...... I feel inspired today How about a " Real Time render " similar to Octane inside 3DC ! PS: has Andrew done any improvements on the render side of 3DC lately ?
  22. Hi Andrew I just discovered this software it looks amazing, unbiased, physically accurate real time render and only 99 euros WOW ! 3DC & Octane would be a perfect combination with no need to export the models to render in another app. Please take a look http://www.refractivesoftware.com/features.html Real-time User Interface Octane Render provides a true WYSIWYG (What You See Is What You Get) rendering environment that allows the user to focus on creating stunning images without bouncing back and forth between a modeling view and then waiting for a render to complete. The viewport on the screen IS the final render. Any changes to the scene are instantly updated on the screen allowing the user to tweak any setting and know immediately how the result looks. Full Spectral/Unbiased Quality Octane Render is a fully physically based, unbiased render engine. It cuts no corners and all computations are done at the same accuracy as traditional CPU unbiased render engines. Octane Render simulates light not as RGB colors but as an electromagnetic wave. Since it is based on the physics of light, it captures all light interactions in the scene just as in reality. It does it in minutes instead of hours as with traditional CPU based render engines. Alternatively, users who want an even faster rendering experience can use Direct Lighting / Ambient Occlusion modes in Octane Render to produce traditional ray traced renders in seconds. True GPU Based, Not Accelerated, Not Hybrid Octane Render uses the untapped muscle of the modern GPU compared to traditional, CPU based engines. With current GPU technology, Octane Render can produce final images 10 to 50 times faster than CPU unbiased render engines, or even more with multiple GPUs (depending on the GPU(s) used) Octane Render is a true GPU based engine, not a hybrid CPU/GPU, nor a CPU based engine that was modified with GPU acceleration. Since a CPU adds a negligible speedup (1/10th to 1/50th) to the total rendering speed, having your CPU free for other tasks while rendering with Octane Render allows you to use your system for other tasks while rendering. Octane Render was developed from the ground up to run on a GPU, making it much faster than traditional engines that have been updated with GPU acceleration. First to Market, at a Realistic Price Refractive Software was the first company to release a GPU based spectral / physically based render engine to the public, setting a new trend in the market and pioneering many new concepts in interactive physically based rendering. We decided to adopt a pricing scheme that would enable everyone to switch to GPU based rendering and as a result Octane Render is one of the most affordable and popular interactive render engines on the market while keeping the lead in development. Real-time, Accurate Materials Fine-tuning materials in Octane render allows the user to focus on results without guessing on what the final appearance will be. Adjust the bump depth and know that it's the right level without having to wait for a render to be sure. Scale image textures, adjust the index or refraction, tweak the specularity: It's all updated in real-time which allows the user to quickly set-up their materials with confidence. Since Octane Render utilizes physically correct reflection models (BRDFs), you know that the results are accurate and realistic. Built-in Animation, The Easy Way Octane Render has built-in turntable and daylight simulation animation with true physically correct motion blur. Product designers or architects can render turntable animations or full daylight cycle animations at the click of a button straight from the Octane Render user interface. No complicated animation keying, exporting, intermediate files, batch scripting, or other complex and time consuming processes are needed. Just configure your required duration, frame rate, options and hit the render button. Your scene stays in your GPU memory so no re-computation is required to render the next frame after the current one. Alternatively, Full animations can be exported and rendered with Octane Render with plug-in scripts available for various 3D modeling/animation packages as explained in the next chapter.. Or Integrate, The Flexible Way Octane Render (Commercial Version) includes free plugins for: Autodesk 3D Studio Max Autodesk Maya Autodesk Softimage XSI Blender Maxon Cinema 4D, Sketchup and modo are in development and will be available soon. Octane Render Plugins allow for complete integration for single frame or automatic animation rendering. Further more, the workflow for the plugins allows you to edit your materials and lighting in Octane Render in real-time, instead of having to use the traditional and tedious workflow of editing materials in your host application plugin, and then export and await the results. Once your scene is configured in Octane Render's User Interface, you can re-render a new frame or animation using the plugin, keeping your Octane Render settings intact. Compatibility and Integration without plugins Octane Render is not tied to just a few modeling packages but instead utilizes common scene formats. This allows users from just about every modeling package to use Octane Render, even when no plugin is available, using the Wavefront OBJ file format and Collada**. Octane Render is also available for the big three operating systems as well (MS Windows© XP/Vista/7, GNU/Linux© and Apple Mac OS X© 10.5 and 10.6) so that users don't need to worry about multi-boot environments just to enjoy the power of GPU based rendering. One Octane Render license can also be shared between multiple Operating Systems running on the same machine. Flexible Node Graph. Since everything in Octane Render is represented by Nodes, complex scene and material settings are possible allowing advanced control of your scene. The Nodes can also be bundled as "macros" which allows them to be shared between users or reused in other scenes. However, Octane Render does not require the user to use the nodes, and allows for interacting with every aspect of the scene and materials simply by picking materials off the rendered image and fine tuning parameters in the node inspector window. Lights Just as in photography, the lighting of the scene is crucial. Whether it's using an HDRI file, mesh emitters** or a sun/sky system, lighting in Octane Render allows for complete control. Adjust the position of the sun to perfectly place the shadows in a room, not by guessing, but by fine tuning the lighting in real-time with direct visual feedback. Control the daylight system with calendar and global position parameters also. Rotate an HDRI file to position it to compliment your scene in seconds. Adjust the powers of lights and see the results immediately. Real-time Tone Mapping Tone mapping in Octane Render is also performed in real-time using the power of the GPU. This allows for smooth tuning of the tone mapping settings of the final render. Adjust vignetting in real-time along with f-stop and other realistic camera controls. The inclusion of over 50 camera response curves allows the user to quickly tone map the image with measured camera data and enjoy even more photo-realism in their renders.
  23. Congratulations Andrew I wish I lived in LA so I could help you PS: Agree.... a Blog with videos for those who can't come would be really great Good luck at Siggraph !
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