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ajz3d

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Everything posted by ajz3d

  1. I'm not sure. I don't think so. It looks like the texture is completely ignored by the shader. Anyway, I don't want to derail this thread so I'll take my problem to SESI forums.
  2. Hmm... unfortunately, the newest daily build still has the same problem with OpenGL representation of Principled shader's mapped metallic channel.
  3. Thanks Michael, I'll try the latest daily build. Too bad that I can no longer find changelogs for daily builds on their updated website.
  4. Do you guys also have a problem with how metallic channel is displayed in the viewport when you pipe in a metallic texture map to Principled shader? Everything in the viewport turns into metallic surface.
  5. IMO, it doesn't matter much. Go with RAM that you think that is most reasonably priced, and comes from a manufacturer that you trust. The more RAM you have available, the better, because there's no such thing as too much RAM, especially in our business. I'm not sure if Amazon is the best place to buy electronic parts. Don't you have Italian Internet shops that sell computer parts countrywide? It's only my personal opinion, but global corporations, like Amazon, are "bleh".
  6. From what I read, Asus H170 Pro Gaming motherboard has four DIMM banks and a dual channel support. Hence, if you want 16GB RAM working in a dual channel, you'd need to buy two 8GB RAM dices. But this would leave you with only two more free banks, preventing you from an easy upgrade to 64GB without ditching old modules first. Hence I suggest to buy 2x16GB of RAM so the only thing you would have to do if you decide to upgrade to full 64GB, is to buy the same set of RAM modules again. Aside of a single SSD disk, I recommend some high capacity HDD drives because what you will find is that 3D-Coat's project files very quickly eat up disk space, especially when you use incremental saves. https://www.pugetsystems.com/labs/articles/Breaking-the-Hype-of-High-Frequency-RAM-142/
  7. Yeah, that's the one. I spoke with Carlos yesterday and he already notified Andrew.
  8. I played a bit with QuadPaint tool and would like to ask a question. How can we adjust the number of spans for curves that already exists? For example, I'd like to change the number of edges on curves running down the neck to 12, and then for each curve that runs around it - to 6. Like on the picture. Is it possible? Second question - is it possible to explicitly set the number of spans (segments) for curves that are about to be drawn? I know that brush radius has influence on that, but number of segments doesn't seem to relate to a numerical radius value in any way. Third question - what do the numbers over some of QuatPaint vertices mean?
  9. Can you post a Mantis link? I have a similar bug already reported, so it would be a good idea to mark both of them as related.
  10. Indeed, it just crashed. I'll play with it tomorrow. Gotta get some sleep now.
  11. Thanks, Michael. I'll provide the feedback in Raul's thread. Any idea on how to use the QuadStripTool?
  12. Ooh! This just came out right in time. Thanks, Pilgway Team! It will come in handy with DOTA-like textures.
  13. I'm linearizing my albedo maps in Houdini. From what I noticed, linearization doesn't produce identical results to the true linear workflow available on every platform other than Android, iOS and WebGL (I compared the results with PC's linear setting), but it's pretty close. Color correction image effect had way to much impact (for a shader) on a frame rate. I noticed a drop from 58 to 33 frames per second (average on SM-N9005) just because of that effect. That's totally unacceptable.
  14. A steampunk wheelchair? Holy cow, now that's something unique and original! I'm looking forward to your WIPs.
  15. @Michael. Yes, the GO Linear isn't even available for download anymore. @Arumiat, thanks for the info. So you apply sigmoid (which are the default curve shape) curves to RGB channels of Color Correction Curves camera effect? Also, when using this method, do you linearize your albedo first or just feed in the sRGB version?
  16. Not much info on this one in Unity Answers, so I thought that I would ask you, guys. Has anybody managed to enforce linear space on mobile devices (Android, for example) either with scripts or some 3rd party stuff? It's weird that Unity doesn't support it by default, because without it PBR shading doesn't make much sense.
  17. In Export Constructor, typing a numerical value into gamma input field doesn't affect exported texture in any way. Can someone confirm? --- EDIT: NVM. Must be something with Targas. For some reason they're the default in the supplied presets.
  18. Thank you! This was a very interesting challenge that brought up some memories of my childhood. I didn't have many tin toys, but while browsing for some references I stumbled upon some tin toys which my friends had. With the official contest coming in a few days, do you think it's worth to start a challenge that has no prizes to be won? I suspect the number of competitors will be minimal, if any. Maybe it's better to hold with the 14th challenge until the official one ends?
  19. I popped in to say that it is nigh impossible to translate a smart material when it is set to UV-mapping. It takes ages to move it by just a few pixels, and directions are unintuitive (I move my mouse up and smart material moves to the lower-left, for example). It's a big problem.
  20. Oh, this is really good! And I love ol' timers.
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