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ggaliens

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Everything posted by ggaliens

  1. Some way to composite two Vox shaders ?? While the number of preset shaders is kind small ... allowing for the combination of effects of two shaders (compostie) would go a long ways towards allow users to get more personalized looks for their objects.
  2. That's great news Andrew. Will make both my Son and I happy. I know there are odd work-arounds. But try teaching those to young daughter and/or son. LOL. They will just get sad. Can if all be easy to find ??? Like under Transform ??? Even if making that a heirarchical menu with only a few items on it.
  3. Why even include the hand and foot primatives if flipping is elusive ??? Yeah ... Symmetry might do it. But what if my character does not want to be that symmetric. Flip should be a basic and easy to find operation ... even for VOXELS.
  4. How to FLIP imported hand ?? Suppose I have a hand object in the VOX TREE. I then select TRANSFORM. Under here ... I'd expect to find FLIP over axis. How do I do the flip ??? I think the transform menu should be heirarchical. Please help me learn to FLIP an object. I want to invert say ... all the X ordinates of all the voxel elements in memory. Or all the Y info. Or all the Zinfo.
  5. I have created a Voronoi plugin for creating ROCKY/CRYSTALINE organic structures with Wings3D. Might or might not help make asteroids. I know I'd use it to make some rocks. Plugin requires an older version of Wing3D I think. It's fairly weird and unique plugin I think. Based on QHULL command line tool ... if you want to research that.
  6. Was not able to right click on item in VoxTree under OS X. I'm not a normal OS X user, but I tried like crazy to get the voxel object right cick menu so I could change the VOX Object specific shader, or do any other right click operation. No luck on Mac OS X. Anyone else have a similar problem. I think it was version .64 or something new.
  7. Vox Stamps Counter Intuitive ??? I'm wondering why all the items in the Vox Stamps folder are of type OBJ ... a much weaker format than .3b from the perspective of detail and VOX sculpting ???? Are VOX objects allowed ??? If so ... why none present ???? Just an observation. ------------------------------ What I really want to know is how to rapid-fire STAMP a feather I made as a VOX object onto the sufrace of a sphere ... controlling the orientation of each stamp by camera movement and such. I know I "ACCIDENTALLY" ended up in such a mode with the EAR primative. But I want to know the best practice way of doing this with a VOXEL object of my design. Please advise.
  8. PhilNolan3D ... Would you really recommend a VideoCard with only 512MB Ram in this 3DCoat rapid dev VOXEL climate ???? Not me. I got one and I figure it might be the source of some of my problems as such tiny memory ... I think it is robbing from my system memory. Anyone got a good 2GB ram recommendation ???? The NVIDEO 1GB Rams were expensive at BestBuy when I was browsing.
  9. Why does CUT-N-CLONE put my result into same OBJECT by default (MERGE) ??? The default should be to make a new object, especially considering the name of the operation as CUT-N-CLONE. Very strange. And now so helpful for it to be merged.
  10. I'm finding a goon number of busted shaders on my machine in release 61. Marble ones in both DX and OpenGL. Clay is Broken in DX. Anyway ... seems like a bunch are fairly broken showing up as BLACK ONLY. Anyone know what's going on ???? Having same problem ???
  11. Procedural Displacement in the VOXEL Space ??? Does it exist ??? Seems like it would be easy to implement, logic-wise.
  12. A turn table Render FLASH ... http://www.manifoldlab.com/voxel/lord-wings-huff2.html
  13. I'm still advocating for the TurnTable Render to be "Save-Able" state so that in case of ERROR ... could be retried. This to include shaders, view angles, lighting rig ... camera position, etc. For example ... I hit the "SLEEP-BUTTON" on my keyboard a few times recently during render and this completely kills the render. I know I should not hit that dumb button ... but it can happen. Anyway ... not a priority I'm sure, and would not want it to be unless it was super easy to do. But considering the substantial effort put into making 3DCoats turntable render as cool as it is ... it certainly could be "dressed up" a bit if made more "self-sufficient", "repeatable". Can't rely on user not accidentally knocking one property out of line after a failed render. Then restarting only to find it is a bit different. This could be for version 3.1 or something. But watch for the reasons for doing this ... there are plenty. HMMM ... perhaps I just need to do a FILE-SAVE just before I do a render ??? Will there be any properties that don't get serialized to the 3DCoat file ???? If there are all saved ... then that's a great answer and I'm sorry for being dumb. I'll double check. I just had this overwhelming intuition that some render setting were transient/volitile. I really should double check. I should not be such a doubter.
  14. It's a bug ... this is evidenced by the every other frame behavior. How could intensity toggling back and forth every other frame be explained by camera/light coupling or decoupling ??? I doubt it can ... but please give it more consideration if you really thing what I describe is a feature. I should have posted a video to show what I mean. It just seems like there is some kind of roundoff error that is halving the light intensity every other frame. I tried to replicate it last night ... with not so much luck. Next time ... I'll post a video if I find the bug again. Camera / light coupling and decoupling is a completely different thing ... unless it was partially implemented and is bug resulting in odd or even frames having a different intensity. I like the feature request you mention though.
  15. What happened to alpha change log ??? Did it stop at alpha # 56 ???? I have been checking to see what was new in the last few alpha releases but didn't see addtions to the post/thread in question.
  16. Thanks Akira for making cool shaders. And updating the DirectX one. And if Andrew can give all the shaders best names possible ... that would be cool too. What I mean is maybe ... no shaders ending with a "2" or "other". Every token that is part of the name should help convey the uniqueness and functioning of that shader. I noticed some names in the list were a bit silly a few release ago. Yeah, minor complaint, I know. But hopefully easy to make better. And also ... thanks for the Alpha test extension I noticed recently when my alpha ran out and then restarted. This is nice since there are still kinks to work out.
  17. New TurnTable render bug ... 720 frames, DirectX Version of 3DCoat, Shiny Skull Shader ... Every other frame has a different lighting intensity. I suspect an odd-even thing where if I tossed 1/2 the frames ... I could make a 360 frame video with one brightness level ... and another 360 frame video with a darker level. Odd Bug. Anyone seen this ??? Replicated ???? Another turn table bug : Window title has wrong ending frame. I say 720 frames ... it says 1/721 so it is off by 1 where upper limit is concerned. Minor bug.
  18. I tried DirectX in order to get registration of shader parts in Shinky Old Skull. I must say that the DirectX Shader quality seems inferior to OpenGL version of same shader. But maybe something else needs tweeking to get shaders on par with each other. But it does seem to work ... the DirectX. The cavities are just shaded a bit more sloppy I think.
  19. I probably like him better w/o wings too. I just had to try them out. Was pretty happy that it was easy to add an extra mask for doing the vein displacement in the wings. I'm not really even doing true artwork in 3DCOat yet. Most of what I'm doing is just getting used to some of the tools.
  20. I've been watching to see if the Old Skull Shader get's fixed so that the dark cavity shading will rotate during turn-table render. No luck yet. Seems odd ... sometimes mis-alignment can happen in the VOXEL working environment. But other times registration is OK. But it always get's mis-registered during turn-table renders. This seems true for all the similar shaders like the WAXY ones. I really really want to do a turn-table render with the OLD skull renderer. But so far no luck. I tried hacking the shader ... but I really don't know what's going on with that aspect. No luck. Any help would be appreciated. Seems like can't really be that broken if works in WORKING mode.
  21. I would not add the count to the "SHOW INFO" part ... I'd add it to the tree-browser part. Anyway ... great idea/request.
  22. Another retouch. Head is all 3DCoat. Body is just skinned with 3DCoat.
  23. I'm sorry ... the above post was supposed to end up in BUGGZ. Also ... another bug : Somehow I was able to change from English fonts/text to some other undesired FONT which I could not read. No way to change back other than download again. Alpha60 with both of my recent posts.
  24. 0 MB Used (message on Increase Resolution) After I have imported a POLYGON model (WaveFront) into VOX Sculpt module, and before I commit it into scene from import, I hit increase resolution. When I do this ... more often then not on the first press, I'll get a report of 0 MB will be used ... do you want to continue or similar message. Sometimes I get 0 even on second press of increase resolution. This number not being accurate is a huge problem. If I click twice and I have scaled my object wrong ... I think it means more like 2GB rather than 0MB. But I'm not told accurate memory usage (prediction). You ought also predict how much it will cost on the video card. But that's really "extra credit" in my book. Bad infomation here leads to SYSTEM HANGS and lockups because of unexpected RAM usage. Seems like the amount of RAM used sometimes depends a lot on what size you scale to during import. So this makes accurate stats even more important. Andrew ... can you fix this ??? This has been a long standing bug.
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