Jump to content
3DCoat Forums

Carlosan

Custodian
  • Posts

    26,037
  • Joined

  • Last visited

Everything posted by Carlosan

  1. May be a selectable tile x numbers from transform center point ?
  2. 3dc rooms, maya layouts, xsi views, blender screen layout, mudbox views... etcetc just do clear interoperability/interactivity in between rooms please ty
  3. CPU Power GPU Power Storage RAM Power/Battery Supply INPUT Method ------ Computer Box, tablet, console... i dont care. cross plataform apps using cuda or openCL is the key * Nvidia VGX like example ----------------------- If any1 like to read Nvidia's GPUs in the cloud will shake up virtualization, gaming industries http://betanews.com/...ing-industries/ http://www.nvidia.co...oud-gaming.html Nvidia's product could herald the start of Gaming-as-a-Service, and completely disrupt the current video game industry in a way that likely was not envisioned a few short years ago.
  4. http://opencolorio.org/index.html OpenColorIO (OCIO) is a complete color management solution geared towards motion picture production with an emphasis on visual effects and computer animation. OCIO provides a straightforward and consistent user experience across all supporting applications while allowing for sophisticated back-end configuration options suitable for high-end production usage. ty
  5. Dont forget C4D is a > u$ 3.500.- app My point of view (hobbyst here): Add Polymodeling to retopo is a must. Python scripting is a must. Node-based for blend layers workflow is a must 3DC dev more focused in paint room competing vs Mari will be great.
  6. This ? Normal Map What is a Normal Map? http://wiki.polycount.com/NormalMap -------------- Working with Cages Cage has two meanings in the normal-mapping process: a low-poly base for subdivision surface modeling (usually called the basemesh), or a ray-casting mesh used for normal map baking. This section covers the ray-casting cage. Most normal map baking tools allow you to use a distance-based raycast. A ray is sent outwards along each vertex normal, then at the distance you set a ray is cast back inwards. Where ever that ray intersects the high poly mesh, it will sample the normals from it. http://wiki.polycount.com/NormalMap?action=AttachFile&do=get&target=Normalmap_raycasting_1.jpg Hard edges and a distance-based raycast (gray areas) cause ray misses (yellow) and ray overlaps (cyan). ---- http://wiki.polycount.com/NormalMap?action=AttachFile&do=get&target=Normalmap_raycasting_2.jpg The gray area shows that using all soft edges (or hard edges and a cage-based raycast) will avoid ray-casting errors from split normals. Unfortunately with a distance-based raycast, split vertex normals will cause the bake to miss parts of the high-res mesh, causing errors and seams. Some software allows you to use cage mesh option instead, which basically inflates a copy of the low-poly mesh, then raycasts inwards from each vertex. This ballooned-out mesh is the cage.
  7. http://graphics.pixar.com/opensubdiv OpenSubdiv Overview OpenSubdiv is a set of open source libraries that implement high performance subdivision surface (subdiv) evaluation on massively parallel CPU and GPU architectures. This codepath is optimized for drawing deforming subdivs with static topology at interactive framerates. The resulting limit surface matches Pixar’s Renderman to numerical precision. OpenSubdiv is covered by the Microsoft Public License, and is free to use for commercial or non-commercial use. This is the same code that Pixar uses internally for animated film production. Our intent is to encourage high performance accurate subdiv drawing by giving away the “good stuff”. The source code for OpenSubdiv is located on github and is entering open beta for SIGGRAPH 2012. Feel free to use it and let us know what you think through the github site. https://github.com/PixarAnimationStudios/OpenSubdiv Platforms supported: Windows, Linux, limited OSX.
  8. http://3d-coat.com/forum/index.php?showtopic=10003&hl=zbrush&fromsearch=1
  9. great work Pixo look at here: http://3d-coat.com/forum/index.php?showtopic=10137
  10. this post is great! ty! If i have the low poly with UV map made with another app... can i use paint PPP to add details using normal map ? How do you decide to work with voxels/surface at voxels room... or normals at paint room ? TYTYTY !
  11. The videos are great and clearly detailed, ty ! Can i ask the computer specs used to demo ? Thanator video show a 35.000.000 polygons scene 0_o
  12. PX Marketing power: True. Is an old company that needs to maintain a presence in the market due to increased competition 3DC GUI -using ZB example- Lights was only an example about how 3DC manipulate spacial data using numerical input. Please dont clone ZB GUI... i hate it. -------------------------------------- Sharing knowledge is what makes a strong community. There is a LOT of enlighted user here, lot of information about 3DC... but difficult to find. We have an instrument to UNIFY the knowledge, free for all and is EMPTY and USELESS THE WIKI http://3d-coat.com/wiki/index.php/Main_Page
  13. Users need to use a separate panel, to move sliders with numbers to manipulate the light position and orientation in the 3D display room. Will be better to manipulate point light source and target on 3D display 3DC --------------------------------------------- mantis request http://3d-coat.com/mantis/view.php?id=773
  14. well well well... After purchasing 3DC I spent months finding more and more amazing features that -to me- make this software incredible. And i like more 3DC that ZB of course. Why ? -------------------------------- So... which are the big differences for new users ? 1- ZB is far away well documented, there is LOT of tutos and the wiki have LOT of info for new users. and... 2- ZB GUI have a graphical approach to handle the resources. Let me talk like example how do you set lights at render room. ZB: 3DC regards
  15. little info here http://3d-coat.com/forum/index.php?showtopic=9592
  16. Navigation: To be scrolling up and down is time consuming Will be: - To change the navigation Tabbed way using ONE UNIFIED TAB which ONLY SHOW THE USED ELEMENT - And when LMB press some elements of the UI, a pop-up window appears which contains the corresponding library related to the category icon ------------------------------------------------------------------------ ACTUAL: the tabbed windows show ALL the library elements ------------------------------------------------------------------------ SUGGESTED: Clicking category icon trigger a pop-up window with all group elements. Mantis request: http://3d-coat.com/mantis/view.php?id=861 ty
  17. Hello My first attempt using 3DC was to try understood the rooms functionality. Was not easy to follow the jump to new room workflow. But... may be a little change can help: The idea is to reorder the ROOMS TAB following the habitual workflow AND the reading direction left to right -> : VOXELS - RETOPO - UV - PAINT (with TWEAK subtools added) - RENDER So new users easily can understand where begin... voxels and where to end... render Note: The 3DC versions that are used in countries with reading direction right to left <- need to be reordered too using same principle Graphical attach added TY !
  18. Amazing work!!! Congrats Andrew, you are definitely one of the best software developers !!!! Keep up the amazing work!
  19. ty all off topic question: If i understood well... tweak room and paint room work together. Request to merge Tweak room inside Paint room like another set of subtools have sense ? Regards !
  20. I think Pixo is asking for ROLL
  21. http://www.polycount.com/forum/showthread.php?t=80188
×
×
  • Create New...