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BeatKitano

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Everything posted by BeatKitano

  1. Voxels aren't dead. Like, at all. We'll see if history repeats itself and the "hardware-cheaper" polygon based alternative take hold and keep the voxel to fringe tech but voxels aren't dead. I use voxels at work everyday with sparse voxel octree tech and for now there's no comparison with polygon based tech regarding limitations. It needs beefy machines and lot of disk space,but that's nothing that can't be accommodated with a few years and the prices going down. Besides there's ton of benefits to it, in the polygon world you need to resort to middleware to get some specific render passes while you can get most of them almost for free with the very nature of voxels (i'm talking about sss/ao/gi/multilayered materials), you also get lods for free without someone actually making them, and sometimes you can get a few instructions off physic engine because it's not shells but actual content. As far as Mischief is concerned: V2 is much nicer but there's still that issue with tablet pressure not handled well (can't make very fine lines unless zooming a lot) and it lacks a blender type of brush. With that it could be awesome.
  2. There'll be issues with pbr anyway, so don't try to rush you may get 30% of bug report cut that way. And that's valid for any other stuff Andrew does, in fact I wouldn't mind having the update pace slowed down a little if this meant more polished an tested features. No point in filling mantis with bug from ALPHA not beta
  3. I was expecting fights over the different approaches to pbr... it's going to be a nightmare if Andrew doesn't build modules to get things moving as the standards are "established" and new approach are born... GL.
  4. I just hope we can use all that on sculpts and export the maps afterward. Would love to judge the progress of a sculpt with that kind of render.
  5. I think you misread: Modal, not nodal Big difference (I'm not fond of nodal systems myself).
  6. I like the the cavity icons (should be added in top menu), I like the customization amount. I hate the layer stack in a modal dialog. Can it be associated to the current layer system with a dedicated panel to show the settings each time we select a layer ? Right now it seems extremely confusing/without cohesion with the systems already in place, not even talking about redundancy. In any case modal is a big no-no.
  7. I don't understand how that works. Anyway can't wait to paint the old school way with that rendering :>
  8. Well it depends how much Andrew wants to work on it. If he plans on fully supporting substances then yes painter would be redundant. But that's a big if that only him can confirm.
  9. I don't know about refraction but I thought about transparency the other day and Andrew needs to address this issue. It's completely broken under certain conditions ,shadows don't work properly in the current render room for instance, sometimes even in the paint room, and sometimes the z-order is completely wrong.
  10. If you can detect cavity then you may use it to make brushes constrain (with a treshold) to "planes" ? That would be very usefull for edge based planerizing brushes (for those who know: mah brushes like edger are super usefull for hard surface stuff in zbrush, and those are based on angle detection).
  11. Painted wood or cardboard with edge wear. I'm wondering how that work though. I mean this obviously detect angle to apply wear or there's masking involved. Meaning substances are already in ? Or masks are ?
  12. Don't go all rage AbnRanger, I also remember Artman saying he wasn't bothered by one way or another (which he said again here). I honestly can't say he was adamantly against it there (and certainly wasn't earlier, he just underlined a few issues which are valid). There's a slight difference in bringing doubts to a proposition and saying "no it's not good, I don't want it" when we're talking options
  13. I think it would help, but to be honest (and that's only because of my workflow): I don't really care about those now. I would prefer to have centralized access if I want to, but at this point I only use presets, and only vary brush size and depth. The rest I never touch... But if I put myself in an objective "new user" perspective: the params are too scattered. My mockup actually centralized 4 UI "panels": topbar (at the time, it changed), stroke options, tool options and a bit of e panel. And again, just a mockup, at the time the idea was to offer choice not make them mandatory: the sections could be "tear off" enabled/collapsables, and the subsections (little lines with arrow) collapsed to keep more space. It was about centralization, space efficiency, and customization/choice.
  14. Funny thing: I saw those message quickly on my phone, didn't look at the author, and figured it was Phil going all "nay" on an OPTION suggestion. Guess there's a pattern... As always: the original talk back in 2011 was all about OPTION (see the top bar !)
  15. Question though Andrew: How are you gonna make every pbr param stay in the top bar without making it a mess ? I'm worried, a panel wouldn't be in order ?
  16. Andrew Shpagin ‏@AndrewShpagin Example of new-gen materials in 3d-coat (painted in couple of clicks with fill) - http://pilgway.com/files/IMG_18102014_121315.png The material & mode designed by Davyd Cryunreal
  17. Having contact with some of the guys there: Andrew can try to compete but the products are completely different. Substance painter is based on a vector approach rather than rasters. They use math to create bitmaps, unless Andrew rewrite his engine he'll just make 3dc work "with substances", not "like substance". This is why Substance will have the upper hand in the long run: They can make anything happen un-destructively (uv recasting without any loss for instance) and with so much efficiency their substances are very light, their endgame is not maps, it's their proprietary format in every known engine. I honestly don't like painter at all, because, well... too much time with 2d textures sheets on photoshop and painter feels like a "tech tool". But their approach is future proof.
  18. First Pbr preview. @AndrewShpagin Found exapmle of PBR rendering & painting in 3D-Coat (by Cryunreal) It was not completely painted i 3D-Coat, but it is demonstration of how PBR works in viewport.
  19. Yeah well I think i'll go "un-organized" there. I don't mind having messy folder as long as the brushes are smooth to use. But then I'm using 15-20 brushes on all my project so...
  20. My problem was actually related to a geo-mess. But nice of you to report this the micro delay are indeed related to this. Never thought it would matter but it seems it does.
  21. I got another case of preset switch freezing. 30 seconds to wait for switching between tools... it's what...5th time I think it happenedf for no reason at all. One second everything is fine, the next it's bugged and there's nothing you can do about it... even trashing the mydoc folders don't do it. I'm now redownloading the setup file, to see if this will get rid of it. Back to base. [Edit] Nope. Nevermind, I'm crossing the street again. [Edit 2] Seems the file is corrupted everything works ok on a new scene. Unfortunately I can't send said scene file. Well I hope I can get this bug back on a new smaller scene.
  22. Funny, that what we did with Helix (Pic from february's beta) :=)
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