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pixo

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Everything posted by pixo

  1. Michalis it's already exist for long time in almost all proper studio that's treating a lot of shots. It's not only about nodal by the way, evaluation scene's attribute at render time,dynamic attribute assignation and much more. For a commercial packages that's already do that you should have a look to "Katana" and "Guerilla". By the way you can't code easily your distribution and bsdf in the blender path tracer, especially with a proper shading language. I tried to find it on the net , i just found some preset for the different shader,sorry if i'm wrong ... This is not the future it's already there in production since longtime sorry to disappoint you , we didn't wait for blender or autodesk to do that. By the way we didn't bake in textures because it's too limited,too much time to setup,take too much disk space and awfully inelegant.... just imagine to do it on a big city... the good way to do it ,is to bake whatever you want in a point cloud,it's much more efficient .
  2. @Michalis , i understand but don't bother you it will comes a day in 3D Coat too because everybody is switching to path tracing. There's is a plenty of free path tracer on internet that can be integrate without year of dev for Andrew. I believe Embree is one off them if understand the Apache license but i'm not a lawer. It's just the faster path tracer that i tested ,simply cause it's minimalist and doesn't have to manage complex scene linking, nodal,procedure etc. It's just perfect for displaying a model ,intel provide it with physically plausible shader with there respective distributions. It manages per samples attenuation(fresnel per samples) which is not the case of Cycle's brdf :p from what i saw on one of your shading network,anyway we don't care, it only matters for very rough reflections. For instance the Crown scene totally converged in 5 minutes with 16 depths in reflection ,diffusion and refraction (direct indirect and environment) . On a 3 years old computer, It manages in average to deal with 5 millions paths per second, which is really impressive. Anyway it will come a day where it will be a standard. Personally i just need a good old Lambert for my modeling.
  3. Guys stop to be that much negative!. At the very end, 3D Coat works properly even if it's not perfect (i don't know a perfect software and i can give you a big list), let just encourage Andrew. I'm satisfied by 3D Coat even if there's some bugs or missing features, just because i feel confident to do almost all what i expect from it. And if i can't do something i can manage to use something to complete the work and report the problem or the missing stuffs. Let be fair with Andrew he's almost alone and he accomplished a lot of work. Peace guys
  4. If you talked about pure art and sculpture exposition i'm agree with you,but if we talk for instance about a character that with be animated and seen under or kind of lighting and position i'm sure you ll be agree with me too.
  5. Does somebody already use this controller under linux ??
  6. Painting ,rendering is about color, sculpting ,drawing, 3D Coating is about shapes.
  7. I hope Digman, at least i'm strongly bothering Andrew for that Anyway i know it will happen with a scripting language integration ,there's no other choice for 3D Coat if he wants to be massively use in production .
  8. You will not be disappointed , just let's try like Artman said to make the soft clean of bugs. Nothing will change if we not report it About the core function, i found it already advanced enough to do proper assets,here we use it to do serious work in pre-production asset design for feature film. (ok i should admit that the color management is awful) . I would love to replace Mari with 3D Coat but still there's missing production features, i found the painter better the problem is just the way to import/export textures with the color management. By the way thank you for your compliment 3dioot .
  9. Well said Artman. I'm more than satisfy with 3DCoat and i will buy all the next update till i will not be satisfy , if something wrong report it to Mantis, and if it block you send an e-mail to support, Andrew is a very kind guy. He already fixed some stuff that i post 2 day ago, just try to have this with other packages. At work we use to deal with autodesk , foundry ,avid , adobe,and many others... they clearly are not that fast (especially Autodesk) , some of them don't even consider any suggestion. By the way we have one license of 3D Coat, i hope to get more there.
  10. Oki we found the bug. It works with the mouse controler but not with the tablet pens. Hope it can help
  11. Hello Digman, Thank you to be so kind. Don't worry, i actually understand Sergyl and Andrew , because 99% of the problems is in front of the computer and it's true. Basically i tried to completely remove the 3DC folder (with the preferences of course), change the version to the stable one. I found nothing to make it works. I'll try tomorrow on my colleague computer, cause it worked with the stable version. I don't really know what kind of algorithm they use to weld the vertices,may be it's about the video card precision. I don't really know at the end, may be it would be good to have a weld function...A kind of select vertex A to weld to B. So even the dumb guy like me can use it :P Take care, Pixo
  12. It would be really cool to have Embree in 3D Coat ... GLSL is for video game :P.
  13. Thank you digman, But i tried in my home to do: mv 3D-CoatV3 __3D-CoatV3 Even with the default setting it still doesn't work. By the way today at work i just received a brand new computer under ubuntu 12.04 with a geforce gtx 670 and one of the latest core i7. It still doesn't work, by the way i was able to make it work once on one off my colleague computer. I ll try to investigate why . Thanks Pixo
  14. This is cool, i saw that. Check this one, it's another impressive one . Compile it and run it. http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/
  15. hello guys, Here the beginning of the Retopo, this is a really good. There's few things that break my worflow but in general it's more than good.
  16. Hello Sergyl! Thank you but unfortunately this is what i did or i'm totally crazy, which is possible. I made a video and attached it under mantis with my report. I use to work under Xmonad , but i tried under Gnome and it's the same. Hope it can help.
  17. By the way here's how it's supposed to be for a lambert or "Default" shader with a color value as (127,127,127) 8bit in sRGB.See attached picture. In the same time, in photo or even for 3d Rendering ,depending of the engineers the Grey is around 12% or 18% of the pure white float(1,1,1) , and the white around 70 to 80. It means that the (127,127,127) 8bit as default color doesn't mean something, it haves meaning for 8 bit displace or bump. Even worse the (127,127,127) 8bit it's pretty close to the photographic white.
  18. Hello guys, After few tests it looks like the viewport have a display gamma of 1 , this is not really good cause you can't see what you will render. We should be able to choose the display gamma. If not , it means that we will have to color correct the textures when we will do the lookdev , which mean a lot of go and back with 2d and 3d package. In production, since the guys that will publish the textures is oftenly not the lookdev guy, it will most probably lead to problems, especially if there's a lack of communications which is frequently the case . I noticed that the default lighting is "100", there's no decay so what does it means ? . The value to get the same result as your default software when you put 1 as intensity is "50". The default Color texture is GREY , this is not good cause the Color texture is multiply by the diffusion, this is probably why the default lighting is 100 to make look the grey as a pure white . imho what we should have is: -Remove the percentage , it doesn't mean nothing in 2012.(Especially for lighting) -Default lighting to "1.0",better would be to control the light color. -Default texture Color to pure white float (1,1,1) or 8 bit (255,255,255). -Display gamma set at least to gamma 2.2, a little bit better would be sRGB, the best would be to be able to customize it, like Mari, to set the gamma manually or to select sRGB and the ability of a display 1d/3d LUT. Cheers, Pixo
  19. I'm not really sure that Mari is that polished, but for sure it haves features designed for production.
  20. I was not impatient about these features, i would prefer to have a true layer system in Mari. I prefer to paint in 3D Coat at the end ,let's wait the next release for float support.
  21. Thank you Digman. By the way peoples should just take care to don't remove the linux driver like suggested in the 3D Coat "how to install Cuda ..." since it's outdated. Cuda looks to work with the default linux driver.There's some bugs in 3D Coat when you sym link the cuda 4 driver to cuda 3 ,which is normal i guess ... but it almost works, i just had some problems to paint in the voxel room.
  22. This is a 3DC 3.7.16A bug , i tried with the stable version and i don't have this problem.I already report it.
  23. Thank you AbnRanger very usefull link. Digman you should do a video , thank you for the explanation.
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