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Carlosan

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Everything posted by Carlosan

  1. Do you like to report some bug but don't know how to do that ? Do you like to do some request, but don't know if another user ask for the same before ? 3DC use a great system to help with it. The Mantis web site. http://3d-coat.com/m...ll_bug_page.php Of Course you can always post it on the Forum Support Section http://3d-coat.com/f...hp?showforum=30 At Mantis you can find change logs, day to day reports about bugs and 3DC request list. Fell free to ask for an account there. Your help is welcome.
  2. Bug reporting Pool - Start up time !! What should be fixed first ? Please add your suggestion to make a pool for the bug fixing list votation. TY !
  3. Ty for asking Is the user group alive ? because i dont have a linkedin account but yes a google+ account. just like to know that. regards !
  4. i dont understood very well but... you like to be back to default axis symmetry orientation keeping the sculpted/rotated voxel object position ? make a new voxel layer take the original layer and select with RMB MOVE TO the new layer
  5. Can be supported ? ty http://docs.daz3d.co...dson_spec/start DSON File Format Specification Format Goals Allow the transfer of intelligent 3D content and provide a format for exchange between applications that implement the DAZ Content Engine. Lightweight, easy to transfer, and provides a human-readable form. Enable a means of legal sharing of scenes by use of an asset referencing scheme rather than inline storage of all elements of a scene. Support per-asset addressing and a definition of assets that is granular enough to allow artists to contribute in a variety of disciplines. Allow quick determination of what assets a user needs to recreate any segment of a scene. Topics Format Description - Explains, in detail, the various parts needed and how they fit together Object Definitions - Provides an alphabetical listing of definitions for each data object type
  6. integrate a renderer*... good idea. but what happen with shaders ? need to be rewritten ? * like example, DAZ studio use the 3Delight render engine
  7. Nori an educational ray tracer nice reading http://www.cs.cornel...ori/#myCarousel
  8. http://www.cemyuksel.com/research/stitchmeshes/ - We start with a polygonal model that represents the large-scale surface of the knitted cloth. - Using this mesh as an input, our interactive modeling tool produces a finer mesh representing the layout of stitches in the garment, which we call the stitch mesh. - By manipulating this mesh and assigning stitch types to its faces, the user can replicate a variety of complicated knitting patterns. --- Stitch Meshes for Modeling Knitted Clothing with Yarn-level Detail http://www.cemyuksel.com/research/stitchmeshes/stitchmeshes-highres.pdf
  9. Pixo: 3DCoat on LinkedIn Source http://3d-coat.com/forum/index.php?showtopic=2519
  10. hi welcome !! Official YouTube Channel http://3d-coat.com/forum/index.php?showtopic=9824
  11. Just found this !!! http://ua.linkedin.com/groups?gid=1927259 Any news ?
  12. +1111111111111111111111111111111111111111111111111111111111111111 http://blogs.intel.c...ate_photo-real/ Embree Support forum http://software.inte.../forums/embree/ to add a render source code need time to be implemented. Dev team need to add the code in all OS version and make it bug free... I duno the schedule of changes prior v4 but... maybe to add an exporter for like example LuxRender or whatever -another free unbiased renderengine- will be a less stressed change 3DC need a better render room. And is a priority because the digital image need lo look awesome... for sharing, presentation, prototype, personal use... Think rendering an image inside 3DC at this level of detail: Done in blender and rendered with luxrender.
  13. ooooook... lets fight begin ! 3DC vs MARI - FEATURES hand to hand, - what 3DC have, what we dont need, what is needed urgently ? regards ! -------------------------------------------- Workflow - Seamlessly handle patch-based textures with new Maya texture export functionality - OpenColorIO colour space toolbar - Layered PSD import and export functionality - Linux or Windows - High quality turntable rendering - Flatten and round-trip projected textures for modifying externally (for example in NUKE or Adobe© Photoshop©) - Open and extensible approach to UI, geometry, camera, shading, and supporting light and texture exchange - Import and export as background tasks, allowing the artist to continue painting - Embedded web browser for quick access to community forum - Fully featured and open playtime colour management system - Filters with real time preview and fully featured colour correction - Save states for textures to have multiple versions that can be reverted back to later - Fully customisable navigation allowing remap your MARI experience to meet artist needs Painting - Paint symmetrical objects faster with new mirroring support in MARI’s paint buffer - Import custom ABR brushes from Photoshop, letting artists paint freely with brushes they know and love - Get results faster with MARI’s new Luminosity paint through mode, letting artists move from luminosity to alpha, adding live transparencies quickly and easily without having to jump back and forth from Photoshop - Triplanar projection for faster set up of scenes - Versatile shader system with seven NEW shader modules - UV-less workflow (PTEX) that gives the ability to adjust texture size on a per-face level allowing for near-limitless detail - Fully customisable brush engine - 'Paint through' and 'clone from' between layers and textures (including 'clone from' on-surface) -'Slurp' brush for smearing and dragging texture - Paint canvas transform, grid warp and free-form 'pin' warp - Blur and sharpen, including on-surface, multiple UV patches simultaneously - Advanced 'healing' brush for seam removal and duplication of texture detail - Linked Patches enabling easily replication of texture data across patches without having to cut and paste - New Tint and Stencil mode allowing easily lay down of decals and more, using MARI Paint Through tool Environment - Shadow support lets artists cast real-time shadows on objects from multiple light sources - Create amazing environment effects and accurately match the final look of assets with new DDS cube map support - Create normal maps on the fly from bump maps to simplify and give flexibility to the artistic process - masked filters: colour correction filter, noise filter and masked blend constant colour - Filters with real-time preview - Advanced channel masking engine, including mask painting, surface falloff, masking one channel to another, and by depth - Supports customisable real-time 3D shader preview (e.g. specular highlights, displacement preview via bump mapping, ambient occlusion, layer blending modes, colour correction and more - Customisable tool 'shelves' for brushes, colours, reference images, sharable between artist and projects - Floating point, 16 bit or 8 bit channels - All painting and shading tools are available in 3D projection paint mode and 'flat' UV paint mode - Background plates for reference - Imports multiple camera moves through which the model can be viewed - Spherical environment mapping to simulate a shiny reflective surface - Tiled textures with masking to quickly cover large areas on models Models - Save time with new support for overlapping UVs, allowing the same texture to be re-used across 3D models in shared UV space - obj model format support - Multiple objects, versions (e.g. high res or in key character poses), instances, with or without baked animation - Interactively handles very large 3D model data sets, scaling to over 1 million polygons for a single topology or mesh - Supports large textures up to 32K x 32K pixels - Handles thousands of textures per model, over many channels - Seamlessly supports hundreds of UV texture patches - Handles animated geometry and animated textures - Isolate, select, mask and hide geometry per patch and face - Customisable lighting and rendering modes - Massive geometry and texture data sets not limited by the amount of RAM - Dynamic tessellation shader that can preview displacement maps on geometry in real-time Developer - C API enabling an open interface for integration, automation and customisation - Python scripting API
  14. http://madebyevan.com/webgl-path-tracing/ Path tracing is a realistic lighting algorithm that simulates light bouncing around a scene. This path tracer uses WebGL for realtime performance and supports diffuse, mirrored, and glossy surfaces. The path tracer is continually rendering, so the scene will start off grainy and become smoother over time.
  15. i'm still doing my entry and i think i will not make on time ...is it possible to extend the deadline. tnx. please.
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