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Carlosan

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Posts posted by Carlosan

  1. We have released Silo 2.3.1 for Windows, both 32-bit and 64-bit versions, Mac OS X 10.9 64-bit, and Linux 64-bit. Here are the release notes:

    • Data directories have changed, so we can stop having a bad launch experience for those coming from Silo 2.2 and earlier. We now differentiate them by version, and they will be in "My Documents\Silo\2.3-x86\..." for win 32-bit, "My Documents\Silo\2.3-x64\..." for win 64-bit, "~/.silo/2.3-x64/..." for linux, and buried deep in app support on OS X in "com.nevercenter.silo2/2.3-x64/..."
    • The Windows versions are now large-address-aware, this is particularly helpful for 32-bit users when running on a 64-bit windows. Silo can now use 4 GB of RAM instead of just 2 GB.
    • Windows 64-bit native version. The 64-bit version can handle larger meshes due to availability of more than 4 GB of RAM, the same as the Mac OS X and Linux versions which are already 64-bit native starting in Silo 2.3.
    • The black-window issue on Linux has been fixed, which was caused by European numeric locales. Silo now forces a US/UTF-8 locale on launch. Some distros may still setup the locale incorrectly, so if you use a non-US locale and run into issues, please let us know at support@nevercenter.com what distribution / locale you are using.
    • A cut tool crash has been fixed. This was particularly easily triggered on Mac OS X and Windows, but could eventually happen to Linux users as well.
    • Alt/option key handling on OS X has been fixed. This fix was made available early in the Mac-only version 2.3.02 as well.
    • It is now possible to delete empty objects in the scene editor.
    • Exported OBJs should play much better with Substance Painter.
    • Context menu placement on OS X with multi-monitor setups should be fixed.
    • Retina display issues on OS X should be mostly fixed, although we don't have Retina-resolution icons yet.
    • Known Issues, Mac OS X:
    • There is a rare OS X crash immediately on launch; please send bug reports to support@nevercenter.com if you encounter this.
    • Silo does not remember the texture assigned to the materials across sessions due to Apple sandboxing. To get textures to display, you must re-select the texture with the file selection dialog from the material dock during your Silo session.
    • Known Issues, All Platforms:
    • FACT files exported to EIAS don't work properly. As a workaround, try another export format if you need to interchange with EIAS.
    • Exporting to OBJ will not include UVs for subdivided surfaces unless you refine the control mesh first. As a workaround, you can refine meshes, export, and undo the refinement.
    Update: the new data directory locations may require you to re-enter your registration info. Sorry about that little hassle.
  2. Unreal Engine 4.6 Released!

     

    Unreal Engine 4.6 arrives with a slew of lighting and material improvements, support for capturing and playing back network demos, and huge updates to animation workflows, including root motion blending and multi-montage support!

     

    The new Mobile Preview rendering mode lets you edit your scene just as it would appear on a mobile device. UI creation with Unreal Motion Graphics has been greatly enhanced, and you can now place interactive UI widgets right into 3D scenes. We’ve also continued improvements to mobile and console platforms in 4.6, along with hundreds of other features and bug fixes.

    This release includes 88 great changes that were submitted from Unreal Engine’s amazing community of developers.

  3. Real and raw: the miniature fx behind Interstellar

     

    ‘You need to attach the camera to the model,’ commented Interstellar director Christopher Nolan to Ian Hunter, the visual effects supervisor from New Deal Studios responsible for overseeing the film’s miniature effects, including the current scene Nolan had been reviewing of the spaceship Endurance being badly damaged after a docking accident. ‘But the model explodes,’ noted Hunter, concerned that an expensive VistaVision camera might become no more. But Nolan was resolute. ‘Yes, but you need to attach the model to the camera.’

     

    IMG_2134.jpg

  4. Hi

    If you post more info about the project, will be more easy try to help.

     

    Is symmetry OFF

    Will you please attach a display capture

    which app version are you using, which OS...

     

    Gizmo Axis are used to scale the Cut area (in this example... Patch type = round patch)

    post-10142-0-72609500-1417607733_thumb.j

    is intersecting only one mesh section ?

     

     

    Then select join type (in this example Cylinder)

    post-10142-0-22195600-1417607997_thumb.j

     

     

    After apply

    post-10142-0-38687800-1417608122_thumb.j

     

    * im using 4.1.17D version

     

  5. Tutorial: Physically Based Rendering, And You Can Too!

     

    By Joe “EarthQuake” Wilson

    This tutorial will cover the basics of art content creation, some of the reasoning behind various PBR standards (without getting too technical), and squash some common misconceptions. Jeff Russell wrote an excellent tutorial on theTheory of Physically Based Rendering, which I highly recommend reading first.

    Additional help from Jeff RussellTeddy Bergsman and Ryan Hawkins. Special thanks to Wojciech Klimas andJoeri Vromman for the extra insight and awesome art.

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