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Posts posted by JoseConseco
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Artamn, Cycles is physically based rendering engine for sure, eg. see here. What you posted is just another realtime PBR rasterization example, but it is not as accurate as Cycles path traced rendering. Actually guys developing Frostbite engine were using Mitsuba (another renderer similar to Cycles) as reference,when they were developing PBR based materials for their engine.
Malo, it seems that BSDF = BRDF + BTDF (I checked that in wiki), so actually blender can easily simulate Substance Designer, Marmoset and other BRDF based materials, because It is suporting both BRDF + BTDF. But the same thing is not true in reverse, so eg. marmoset cannot simulate refractions.
My point is - it is not Cycles that should try to emulate 3dc, SD or Marmoset material, because it is already more advanced that those - see this pbr. here, where guy is emulating PBR BRDF. It is 3dc, SD and others that are trying to catch up with cheap aproximations, to raytraced rendering engines like Cycles, Mitsuba or Arnold.
Anyway, I hope we will be able to simulate fresnel in 3dc, which is important for all dielectric materials (nonconductors) like wood, bricks, marble, etc. And then metalicity should be just 0-1 switch to change from dielectric(nonmetals) to conductors (metals).
And one more thing - actually node setup made by this guy covers perfectly all dielectrics and conductors, so this is good reference of how it should be done. Bu it suppose if 3dc has to be compatible with Marmoset and SD it may be not posible
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I just tested this rougness/ metalness in cycles. Roughness is just mapped to glossy roughness, metallnes is maped to fresnel. So the higher the fresnell is the more metalic it looks. I made it twice once for white gloss, and once for red gloss. For me it seems Andrew test was looks ok. But I hope we will be able to color spec and diffuse separately so we could receive results similar to first image too.
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Using enter key as switch between surface and voxel mode seems like bad idea. It should be changed imo
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There supposed to be new hard split option for dynamic tesselation in 3dc: http://farsthary.wordpress.com/2014/05/06/simplicity-is-the-key/#comment-12435. But I cannot see option for 'hard split' in recent 3dc builds. Am I missing something? I wish this worked on general brush too. This is one of the most important feature IMO, giving nice, even surface density. No more spikes of uneven triangle distribution that cannot be smoothed easily.
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Hi Andrew, symmetry is very cool works great. But I have a problem when object is rotated. I try to use 'local space' but it seems to be not working as expected. Steps:
1. add cylinder rotated 30 deg. in Y axis
2. Use radial symmetry with local transformation
Local coordinates seems to be lost. But when using transform tool, and pressing 'to main axis' gizmo is aligned to local space of object. Maye I'm doing something wrong, but it is bad as it is because after object rotation I'm loosing ability to use radial symmetry with proper local symmetry axis.
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+1 to BeatKitano.
Anyway add primitive tool seems buggy, but not always reproducible. I mean sometimes it fails even on empty layer (so it shouldn't have boolean intersection problem), sometimes it crashes 3dc. Just second ago it crashes on cylinder tool, now it work ok . Hard to reproduce but annoying since this is so basic tool. This is about surface mode. Voxel mode works ok.
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I didn't have time yet to try new symmetry. But can someone confirm crash when adding simple primitive sphere in surface mode in voxel room?
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Axial symmetry symmtery would be great! Will it work with copy clay tool? And with voxel mode? Or it is just for painting?
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+1. And easy way to fill freeze single voxel layer eg. object picker icon. Right now it requires bit many steps, more or less like this:
-go to fill tool
- check freeze
- uncheck color
- go to option - freeze by object
- then find it on list by name, but it is not easy with many layers, especially if not named correctly.
Also show hide freeze (ctrl+f) wont work in vertex paint. Thx. for your work Andrew
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Hi carlosan.
I assume old tesselation is used on left stroke and new one is right stroke, right?
While the old 'advanced' one looks better in shaded view, in wireframe it is not even. I always thought it was some bug or something, that prevented 3dc from having nice, even triangulated mesh like in sculptris or blender. It is a problem when I try to smooht mesh, because with that kind of topology, smoothing brush is useless. See below - variation in mesh density causes uneven smoothing. I was always dealing with it using trim or polish brushes.
Also note - the very first dab below has nice even triangulation, and then everything get nasty uneven mesh geo.
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unity2k.
IMO this way of thinking (let's do not drop obsolete feature x,y,z because someone may be using it) may lead us to this kind of ui:While it seems flexible, customizable and powerfull, but I would rather have one option that works just as good (or better), without need for reading manual and steep learning curve. Just like that:
I'm exaggerating but I hope it is clear what I meant. In the end for me it is not big problem, but for new users it may be not user friendly.
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I was wondering. Since GU unwrapping gives better results that LSCM and ABF, why won't Andrew removes LSCM and ABF? I would simplify 3dc UI and make user work simpler.
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Awesome. Especially bug fixing made sculpting and painting way more fun now, than it used to be.
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philnolan3d - I got the same thing, but I thought It was my error and I have changed the preset. To fix it go into 'strip palette' and disable it for draw brush. It reverted draw brush for me, maybe it will work for you.
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Tony Nemo - yep booleans in surface mode usually won't work. But going into voxel mode is loosing my vertex paint as mentioned in first post. What I wanted is to combine all surface layers into one - without boolean. Just like 'merge visible' in zbrush - is not performing boolean.
digman - awesome thanks! I haven't noticed it before. This is even better than what I was asking for.
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Hi, I try to merge multiple surface layers into one, but there is always boolean error and fail to merge all layers to one. I can do it in voxel mode, but I loose paint data. I tried even exporting scene to obj, and importing to single layer - but again boolean error. Andrew suggested merging to empty layer, but it dosen't work. So is there any way to merge objects in surface mode without performing boolean?
I want to do this for pose my hi poly model, without need to retopo and rigging.
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go menu -> voxels -> disable 'incremental render'. It's bug but I'm to lazy to fill this in on mantis ;D
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Thanks digman. This function seems to work ok, just hotkey seems to be broken. I think this should be easy fix.
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Sometimes left click plus right click works, but it is random.
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General LC brush "draw on plane", how do I definie the plane for this? What hotkey is used for defining new plane?
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Merge into empty volume.
I tried it before, but it won't work. I have always same message - about error and possibility of intersections. But 3DC shouldn't perform boolean when importing mesh to empty layer. So is it bug?
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HI, Andrew, I was wondering is there a way to skip testing self intersections when importing surface mesh? Because I exported one, and I cannot import It because of selfintersections. But I do not care about them. I just want to import my mesh...
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thx. Car for this characte:
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Twitter discussion: What Andrew is currently doing.
in New Releases, Bugs Reports & Development Discussion
Posted
Malo - for me seems you do not have environement map reflections set up corectly. There is no eg. sky reflection on your gun in blender render. In your SD render fresnel reflection is visible, but in cycles not at all.