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akira

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  1. The new brush engine is just amazing!! It's like day and night compare to the previous release. Thank you Andrew!!!
  2. Currently when we paint using spacing, the speed of strokes become noticeably slow when the spacing value is lower than 10%. I have an idea to improve it, please see the picture below for explanation. Regards, akira.
  3. Hope this helps: http://www.3d-coat.com/forum/index.php?showtopic=1657&view=findpost&p=10591
  4. Your model works. With "Auto smoothing groups" checked and "Max. Angle" set to 180 degree. akira.
  5. Are we using the same 3DC? You can test the obj file yourself. hope this helps. akira. subd_test.obj
  6. 32-bit rendering in 3DC means 8 bits per channel while 16-bit rendering means 4 or 5 bits per channel. It seems this issue won't be solved until you upgrade your graphics card. hope this helps. akira.
  7. So sorry to hear that. And don't worry about the update, the only thing we care about is you and your family's safety. akira.
  8. There are some errors when compiling the shaders with my ATI 3870 in GL mode, you need to fix these lines in the shader code: [sN_Utility_Voxel_Grid] mcubes.glsl: line 41: original C = pow(C, LineSharpness); corrected C = pow(C, vec4(LineSharpness)); [sN_Beta_SUPERSHADER] mcubes.glsl: line 424: original: kDiff = multi_blender(kDiff, kDiff * lerp( 1.0 ,kProjX, kProjX.w ) * vec4(2.0), kProjX, BlendProjection ) ; corrected: kDiff = multi_blender(kDiff, kDiff * lerp( vec4(1.0) ,kProjX, kProjX.w ) * vec4(2.0), kProjX, BlendProjection ) ; line 429: original: vec4 cSpecular = pow(kSpec, SpecPower) * SpecStrength * lerp(vec4(1.0), nrmBaseColor, ColorizeSpec); corrected: vec4 cSpecular = pow(kSpec, vec4(SpecPower)) * SpecStrength * lerp(vec4(1.0), nrmBaseColor, ColorizeSpec); everything works fine after this correction, hope this helps. akira.
  9. Seems you haven't read this great post by Taros: http://www.3d-coat.com/forum/index.php?showtopic=3255&view=findpost&p=25357 I think you need yo uncheck the "unbiased tangent" option in softimage.
  10. It seems this idea wasn't lucky enough to be implemented. But I still believe it's a good idea to improve sculpting at higher resolution. Currently when sculpting at higher resolution like 4mil, we have to slow down our brush to let the cursor catching up with it. With this buffer thing running, people may still feel laggy at higher resolution when sculpting, but they will get same look/quality of strokes as those at lower resolution. And they don't need to slow down the painting speed to wait for the cursor. Regards, akira.
  11. Really good demonstration of curve+muscle!! And good design too. akira.
  12. Works here on XP 32bit. I can directly drag photoshop abr files into the brush panel without any problem, awesome feature!!
  13. Hi I'm not the writer of those box mapping shaders, but I believe that to show bump or not is only a performance consideration. This is the trade off when rendering in real-time, you sacrifice performance to get better quality. I'm sorry I don't think I have time to explain how shaders work here, if you want to know the mechanics of shader writing, there is a good free book online for you: http://wiki.gamedev.net/index.php/D3DBook:Book_Cover But first of all you need to know some basic syntax of C language b/c all of the shaders are written in C. akira.
  14. Here it is: http://www.neilblevins.com/cg_education/bl...box_mapping.htm
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