digman

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  1. I left an answer but did a test and atm it was not working...
  2. This part of my information appears to be wrong, so a correction. I tested both Roughness / Metalness and Glossness / Metalness. Glossness / Metalness is much closer to what I see in 3DC than the other workflow. I had not tested Unity in a while.
  3. Both the Rift and Vive have 110 FOV... Google cardboard 90 FOV. AR is a different animal as your field of view is normal human vision but the holoographic part of the viewing has it's own FOV problems. Link below. http://www.techradar.com/reviews/wearables/microsoft-hololens-1281834/review I think it depends somewhat on the person, as what he favors, VR or AR. I seen VR that just Wows me and others that are just so so. When sculpting in Medium, Painting in Tilt Brush or Quill, I have the same feeling like they are real tangible objects, not viewing them but standing by them. Also standing by one of my models in a game engine, same feeling. Google Earth VR, standing on a cliff face looking down across a vast visa...
  4. The below is not saying optimizing could not improve the below, just giving my thoughts... Testbed: Default Robot imported for PPP only. I believe Smart materials take a lot of memory too as you have Albedo, Roughness and Metallic plus the number of layers you have in a Smart Material some that use a texture. They have to be stored somewhere. How those are stored in a 3DC file, I do not have a idea. That would be a question for Andrew. The higher your texture Resolution the more memory required as you know that already. I did a test... A 15 layer 3DC file. 12 filled with the same smart material. The remaining were the Normal, Curvature and A0 maps. The 12 layers were filled with a smart material that had several layers in the Smart Material and a number of textures used in the Smart Material layer slots. 4096 texture Resolution. I have not tested without using a Smart Material. The saved 3DC file was 1.58 gig which took "42" seconds to load Again just giving my thoughts and 3DC always has a large file save sizes. I do not fault 3DC for this, as 3D tech keeps advancing at a fast pace and sometimes a small developer lags some before they can catch up, my opinion here.
  5. Setup Unreal for the use of VR in the editor. Not hard at all. Choose under experimental, The VR settings. I was standing in a terrain world that I had created several months ago and seeing the world you created around you, feeling it's scale, fantastic! Also a great way just to view models in Virtual Reality created by 3DC viewed in a realtime PBR environment. Next is setting up Unity...
  6. Two features I have been desiring of late is these two. Folders for The Preset tool panel. Reasons for, the more complex or varied your use of 3DC becomes, you need more varied user created brushes or tools. The current Preset tool panel can become quite cluttered. Yes you can clear out all the presets and load one that just has what you need atm but that is not very efficient. Adding folders to the Preset tool panel would help greatly in keeping your created brushes and tool in categories. --------------------------------------------------------------------------------------------------------------- Next request. To be able to shift select several layers at once to delete or move. The above is always based upon the current development cycle. Adding the two items requested at some point as time allows would be much appreciated.
  7. You are using the 3Ds Max preset. The reason you are having flip the green channel for Unity. You need to use the Unity preset. Click on the drop down arrow and choose Unity. Also since Unity updated it's standard shader, choose the Roughness / Metalness workflow. Make sure you put the Roughness map in the Metallic map's alpha channel.
  8. The only thing you can do at the moment is adding layers to a Group. Then you can delete a group. Not saying this is ideal but currently the only way. This would need to be done early in the process to be efficient.
  9. Use the Texture baking tool... This tool has not been updated to support the PBR workflow but you still can transfer Color, normal and displacement maps. You save save a Glossness map but how accurate as it is based off the old diffused, specular workflow, I can not say. 1. Models need to be similar in topology for better results as AbnRanger will point out in the video. Be sure to select to the model you desire to transfer too. Shown in the picture. The video is 3 years old but the texture baking tool is the same today, no updates on it.
  10. Did you turn off Show Voxels in the Paint room under the View menu?. If you can share the 3DC file before baking for others to check out the possible cause of the larger increase in file size. 8K does take a lot of memory and I do not know how many 8k layers you have. You can send me a pm for the link to the 3DC file if you post it on a server. That way your file stays private and when I am done testing, I delete from my hard drive.
  11. It is always good to give the version you are using but the below might help. If you are using version 4.7.24 there was the update uv island bug. It has been fixed since 4.7.26 Go here to get the lastest beta which is 4.7.29
  12. Cool, I found it too but I still run Windows 7 so a no go for me but when I upgrade to the new computer, no problem. Two experiences I enjoyed was walking through a Van Gogh painting and going around the earth using Google Earth VR. Today I buy Tilt Brush by Google.
  13. Wow, thanks a lot... will have to check that out... Is virtual desktop at the Oculus Store, I will start looking too...
  14. I sent you a personal pm...