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Carlosan

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Posts posted by Carlosan

  1. Unreal Engine now free!

     

    Free as in no longer a monthly subscription. The 5% royalty probably not applicable to a lot of 3D related work.

    USE FOR FREE

    We give you everything so you can build anything. You get all tools, all features, all platforms, all source code, complete projects, sample content, regular updates and bug fixes.

    5% WHEN YOU SHIP

    The 5% royalty starts after the first $3,000 of revenue per product per quarter. Pay no royalty for film projects, contracting and consulting projects such as architecture, simulation and visualization.

    https://www.unrealengine.com/what-is-unreal-engine-4

     

    fableLegends-660x430-908809775.jpg

    • Like 3
  2. The following post are quotes for version 4.5 PBR workflow

     

     

    It is already possible to render out lighting almost identical to what is displayed in the viewport. Sort of. Although it requires a little bit of tweaking and it doesn't allow for using additional lights.

    The workaround I'm using:

    1. Set primary light intensity to 100.
    2. Set ambient light to 0.
    3. Lightness to 500*.
    4. AO percentage to 25*.
    5. Delete all custom lights.
    6. Black out the remaining light by setting its colour to (0,0,0) and intensity to 0.

    * - The relation of AO percentage and lightness seems to be an exponential function. I only looked up some samples that work good.
    Few pairs that return almost identical results on the rendered images:

    lightness    ao_percentage
      1355            10
       500            25
       262            50
       174            75
       130           100

    I mostly use pair 262/50.

    The pairs return subtly brighter lighting than the viewport as I like it this way, but you can always darken it to almost perfectly match the viewport by slightly lowering the lightness parameter of each pair.

     

    But this all is tedious, so I'm glad it won't be needed any more.  :)

     
  3. Valve will be showing off SteamVR hardware at GDC

    By Fraser Brown, 5 days ago, 3 Comments
     
    Valve%20VR.jpg

    Valve’s gentle probing of VR has just been kicked up a notch. At GDC, next week, Valve will be revealing a “previously unannounced SteamVR hardware system” along with the new Steam Controller and devices for the living room.

    ---------------------------------------------------------------

     

    Valve partners with HTC to produce virtual reality headset "HTC Vive" using SteamVR

     

    The specs on the developer edition are impressive - a 1200x1080 screen in each eye, powered by a 90Hz refresh rate. It’ll also feature full 360 degree rotational viewing support. There’s audio jacks in the headset itself, allowing you to plug in your own audio solutions. A combination of a gyrosensor, accelerometer and laser position sensor will provide tracking accuracy of “1/10th of a degree”, aided by two SteamVR base stations to track your physical location in spaces up to "15x15 feet".

     

  4. Delete your MyDocs/3D Coat V4/Options.xml file (after closing the app first)...maybe even the Options_Windows.xml, too. If either of those get buggered up, somehow, you can get strange application behavior. I have noticed the Options_Windows.xml was the root cause of a UI glitch once.

     

    If you have your UI laid out like you want it, you will want to save it (from the WINDOWS menu). Do so before deleting those files. Then, after opening, if necessary, you can restore the layout from the same WINDOWS Menu.

  5. Krita 2.9 is released!
    krita_2_9_splash.png

    GET IT HERE!

    This means multiple documents, cage, liquify, transform masks, hdr colour selection, new colour pickers, better gmic intergration and tons of workflow improvements! Check out our release page.

    What is still missing/not possible:


    • Layer Styles: A kickstarter item, but won't be in till 2.9.1!
    • G'Mic for 32bit was impossible. This is due to the way G'Mic is written as a program: it requires a lot of memory to work.
    • In fact, some G'Mic filter's may not work on 64bit windows either...(at the moment)


    What's up next: Well, 2.9.1(or 2.9.2, we release a new stable every month) will have the layer styles+more bugfixes. Bugfixes will require your bug reporting of course smile.gif (at bugs.kde.org)
    Also, start saving up some cash: New kickstarter coming up soon!
  6. Source

     

    The past decade has seen advances in graphics cards outstrip processors and it’s caused no end of trouble for developers. The cards at their fingertips are capable of so much but they can’t get the processors to exploit that potential. 

     

    The Khronos Group think they’ve solved the problem. 

     

    glNext is a graphics API being developed in collaboration with the likes of Valve, Epic Games, EA, Blizzard, Nvidia, AMD, and Unity. It could well also be at the centre of Valve’s Source Engine 2.

     

    With the technical beans ready to be spilled at GDC next week at a talk called ‘The Future of High Performance Graphics’, we thought now was the time to talk about glNext and the problems it hopes to solve.

     

    By Julian Benson,

    -------------------------------------------------------------------------

    //edit

    Was renamed to VULKAN

    Vulkan is the new generation, open standard API for high-efficiency access to graphics and compute on modern GPUs.

    This ground-up design, previously referred to as the Next Generation OpenGL Initiative, provides applications direct control over GPU acceleration for maximized performance and predictability.

  7. This video explains how to use the new support structure generator in meshmixer 2.0. 

    This tool is used to generate a branching tree structure to support overhangs in 3D printing.

    The results are still a work-in-progress, but usually require significantly less material than other support structure techniques, and as the models get larger, also significantly improve print times.

     

  8. Yes, and dont forget FOV.

     

    Theory said:

    A FOV of about 10-15 (similar to using an 135-85mm lens) for headshots and 30-40 (similar to a 50-35mm lens) for full body shots will prevent the ugly distortion that is typical when using a wide FOV setting.

     

    I found some info about equivalences here, but I could never replicate ZB fov. <_<

    • Like 1
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