BeatKitano
-
Posts
1,793 -
Joined
-
Last visited
Content Type
Forums
Calendar
Gallery
Posts posted by BeatKitano
-
-
OK. So that was stupid. Thanks Artman.
Number one is closed.
Still getting number two though
Ok I think this is a bug, can't get it to work with nested layers, but it works if I put the pbr material on a layer just below cavityMask. Can someone confirm or my scene is broken ?
Now that I can truely see pbr in 3dcoat I'm getting all giddy though
-
I'm probably stupid but I gotta ask: how do you get the pbr rendering without the pbr material preview window ?
Can't get it to work without it and it's kinda defeating the whole purpose.
I've got another issue: no cubemaps as reflections. I mean mirror and golden and that kind of material is just plain color... no cubemaping showing.
Yellow part is supposed to be gold (highly reflective)
-
Yeah it works ok now. I was using fill without separating the layers,so it filled the entire mesh. I thought the thing was "mesh aware".
In regular mode you could fill parts of mesh which were not connected that's why.
Now I guess I'll have to dig into the system to create the mats
-
When I say I can't do "normal view" I mean, if I don't go into fill mode to bring the pbr preview gizmo I get no pbr shading.
As for assigning multiple materials to a model I don't get it. At all. Would love a quick explanation in that regard, cause right now all I get is a single mat applied to the entire model and it's changed as soon as I click another mat (not sticking to parts).
-
Pbr preview looks nice, but I can't do "normal view".
I can't assign multiple preset to different part of my model.
This is probably because I don't understand how it works but for a first time this is pretty discouraging.
-
Judging by the new filesize (450mb instead of a 300mb) we can safely assume it's a big one standalone :>
- 1
-
You can deactivate navi-frame in navigation preferences (at the bottom of the scrolling panel I think).
Note: hidding the frame doesn't change the hotzone I think (you may want to customize your navigation options to include (or not) the "Is In Nav Zone" option for that.
-
Your symmetry solution doesn't work Carlosan.
Another mantis item burried by switching to a "new project"... tends to happen.
-
I didn't even bother installing it. They apparently didn't figure out the sym bugs... so... it'll still be unstable for most people.
And seeing ajz3d's screens tells me they even added more which is always in the cards for nevercenter.
-
Not at all. I was merely joking on the "mask in a mask", using the old "pimp my ride" meme
Good question in fact.
-
That's a very good question.
Can masks for PBR materials be painted in real time, with brushes?
What if a PBR material already has a mask already applied from file. Can we still paint on top of that mask to modify it, without modifying the file itself? And then, if we're happy with the result, apply the changes to mask file?
-
He could use ghost mode (The ball):
With the associated hotkey no need for a specific shader. Just toggle it when needed.
-
Time mostly.
-
PBR material is perfectly clear.
- 1
-
This thread was lacking pictures.
- 4
-
Composite materials is nice too but less catchy.
Composite PBR Materials: too long, and it implies that there's non pbr composite material (which would be ?).
I still think smart materials are straightforward and not pompous.
But then again: I didn't use the builds. Maybe we'll all get aligned once the first beta build is out and everyone knows what's it about.
-
Smart Mat is cool, I liked the "matter maker" suggestion too, but that may be too "zbrush-y" and 3dcoat is definitely not trying to be like zbrush.
-
Thank god for reminding us, we all had forgotten.
-
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.
-
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
- 2
-
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.
-
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.
- 1
-
I think you misread: Modal, not nodal Big difference (I'm not fond of nodal systems myself).
-
Judging by the screen: that's the plan.
V4.5 BETA (experimental)
in New Releases, Bugs Reports & Development Discussion
Posted
Ok good to know. I thought my scene was utterly broken.
Well even sculpting with a nice pbr gray mat feels very nice