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Hieron

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  1. Volumedic in Lightwave 3D may be able to render those slices. Being a medical pro plugin, it is not cheap (understatement) It's a nice plugin though, I got it, but not for goofing around I guess.
  2. That is exactly what I did, but I ended up with really bizarre UV's. (thin lines at the edge) It worked the very first time I tried though but ever after it really didn't work. Countless reloading etc didn't help. Apparantly that is the way though so I'll try again with a fresh reboot and a dance around the room, maybe it works again. thanks
  3. +1 Starting out with voxels and moving to retopo felt really fluent. Taking that retopo mesh and UV mapping it is giving me some problems though... it seemed to work the first time, but now I can't get anywhere. Alot of the tuts assume some mesh to start with... could someone point me to a tut that goes from sculpt to retopo (so no mesh in paint and UV areas yet) and takes that retopo mesh and brings it over with manual UV's? most I found skipped a part I needed.. wee bit of help appreciated.
  4. Incremental render does give some oddities when the edge of the affected area is visible, so it is best turned off indeed. But on some occasions it isn't all that bad. But the biggest "problem" is the white crosshair since it is right where you need to look but not rendered at object depth. Could you add an option to hide that crosshair please? (but leave the normal mouse pointer when not hovering over an object) ps: it is best to leave the IZ3D driver at "on by toggle" instead of always on. Otherwise it will try to stereo Aero in windows 7 at start up (and fail doing so).
  5. pff.. I never thought about trying the IZ3D driver I got a license of (anaglyph is free on it). It works perfect in voxel sculpting! (not tested the rest yet) Wow.. If not for the ease of detecting depth, it is just a great pleasure to view. If you got a pair of anaglyph glasses lying around, check out the attached images (the driver can do all kinds of outputs, not just anaglpyh, but the anaglyph mode is fully *free*). Very quick rundown of what to do (S3D can be set up wrong): -Go to IZ3D.com, download newest beta drivers, install full. -Set them to "on" and optimized! anaglyph mode -Fire up 3DCoat -Make sure the settings of convergence and seperation are correct. For my object (may differ from yours, see driver program for shortcuts to change these settings, real easy) it is convergence: - 0.0092 and seperation: 275 -Turn on autofocus (otherwise your object may come too close or too far away when you zoom and pan around) -Play around. Tip: important in S3D is "screendepth", it's where the stereo3D image without glasses looks sharp. In 3D-Coat while adjusting convergence or seperation, the screen doesn't refresh yet, except the tool. So just place the tool on the part of the model you want at screen depth, and adjust convergence untill it is sharp. Same goes for probing seperation. When it is set and done, it's fine. I think it is first of all great to watch and second, try to apply alot of "Build" etc, now you see it's length, even when it is facing directly at you! Judging the overal shape of the object is easier now too. Some minor issues so far: -Most important: It would be great to turn that white crosshair off. It is not rendered at object depth and is not per see neded since to tool itself is correctly rendered and gives good info. Outside of the object boundaries the normal mouse pointer is ok. -Some local redraw issues -not sure of more yet! All the UI works flawless. (done on 64 bit, CUDA, DX) extra note: Mudbox is OpenGL I think, which is not supported by IZ3D driver, nor Nvidia's (unless you got pro gfx card, perhaps). Zbrush does god knows what and surely doesn't work. Pretty neat for 3D-Coat!
  6. The stereo effect can be very good.. but on a general game it may have some issues since it was never designed with S3D in mind which leads to all kinds of possible issues. Of all the games, the Source Engine games seems to be consistently nice in S3D. However, afaik Nvidia stereo 3D only works in full screen directx. Doesn't seem to do much with 3D-Coat or any other package for that matter. Maya for instance does support for instance anaglyph and checkerboard S3D viewing natively in the viewports. Anaglyph being the cheapest/easy to check of them all with obvious downsides
  7. Not really sure what Picasso has to do with any of this, his paintings do look like he had his eyes closed btw but lets not go there (would be interesting to see Rembrandt do his paintings without looking). Though it would be great for framerates to just hide the sculpt entirely. Stereoscopic vision aids in depth perception and depth perception could be usefull in sculpting. I already mentioned I do rotate the sculpt nonstop but closing 1 eye on a 2D representation on the monitor because sculptors do it in RL...? Perhaps some more constructive pro's and con's would be interesting. Suggesting S3D as a feature and getting "close one eye, or both" is not really helpfull in the point I bring forward.
  8. While sculpting, I oftentimes find myself misjudging the depth of an applied stroke. 3D-Coat allows rather free sculpting, so it happens more often. It may not be much but it requires rotating the sculpt constantly for checking while alot of this could be derived from stereoscopic viewing. It's not a gimmick, we got 2 eyes for a reason The checkerboard S3D way would be easiest I guess, considering all the new 3DTV's / monitors in store atm. Couldn't find too much discussion about this in the past and not really sure how easy it is to code but putting it out there anyway. It probably is not mission critical... Edit: It works. (see a few posts down), result attached.
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