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spacepainter

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Everything posted by spacepainter

  1. I once bought a bamboo for my studio but it works annoyingly bad and jittery compared to the more expensive ones.
  2. That's a coincidence, the maker of this program is, as we speak, making an automatic retopo possible. Pity for the nerds.
  3. Deze laadt wel. Ik heb eh een eh object en eh die ga ik eh laden in 3dcoat. Scriptje schrijven om de luisteraars dit te besparen?
  4. We are working on a Windows port and will be having a Alpha / Beta program on Windows as soon as we have something suitable to test. I can't give any firm dates at the moment. Sorry. If you'd like to pre-register interest for Windows Alpha / Beta please email mari-info@thefoundry.co.uk and we'll drop you an email when we're ready to go.
  5. core2quadQ6600@2.4Ghz + 3 GB and Geforce 8800GT on XP sp2 I don't know if my machine is special but I glued several fractals together using axial transforms so they look bigger than they were when generated in Incendia. When you use compact fractals they can be easily voxelized on small polycounts, the very "hairy" or spiky ones don't import too pretty.
  6. It works like that,I went back to voxels and applied axial transform. I did not know why I should stay in surface-mode.I won't do it again...Because transforms get lost when leaving proxymode.
  7. I really like the axial functionality for making my baroque fractals but it does not stay from proxy to original mesh.
  8. O I see, so we're not supposed to go back to voxels after using proxys??
  9. To be read from bottom to top # any mesh can be degraded to any degree. about 3 hours ago via TweetDeck # On my thought it is even better then usual multires because usually mesh could be degraded only to initial polycount but in our case... about 3 hours ago via TweetDeck # You will be able to degrade object, modify low poly mesh and combine together low and high frequency details. about 3 hours ago via TweetDeck # Multiresolution for voxels is done. It is well multicore optimized. about 3 hours ago via TweetDeck # I made it on surface level. Now I am fighting for good speed of this operation, but even now it is not bad. 5:08 PM Jun 5th via TweetDeck # You will be able to modify proxy (cache) and combine together high frequency details from original mesh and biggere details from the proxy. 5:07 PM Jun 5th via TweetDeck # Good news! It looks like experiments with voxel multiresolution are very successful at least un surface level. 5:06 PM Jun 5th via TweetDeck
  10. wow that is mature work!
  11. Nice the look of adding and removal of clay technique
  12. I figure if I repeat this about 10,000 times, I might get good.. And change approach once in a while Find a reference? Even the best use references. The 3Dcoat render is OK I think for test renders.... It's fun indeed
  13. What is AM? Who uses hash? Did you try Ptex? What do you mean with the subdiv rant?
  14. When scaling up, take care to watch filesize counter, do not exceed 500.000 or so at first.
  15. http://www.skytopia.com/project/fractal/mandelbulb.html#renders http://www.webdesignerdepot.com/2009/01/40-amazing-3d-fractals-using-apophysis/ http://www.miqel.com/fractals_math_patterns/visual-math-natural-fractals.html
  16. Great thanks! Only, the mesh export does not exist yet ...? O found it! http://www.incendia.net/wiki/index.php/Mesh_Generation_Basics
  17. I would like to see fractals in voxels. Like these: Does anyone know how to do that? Maybe there is good software out there?
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