Contributor artman Posted April 18, 2015 Contributor Share Posted April 18, 2015 just a word to say how I find antibump smoothing awesome It was totally a surprise implementation and now really dont see how I could sculpt without it.......when it gets too slow on very high density sections I use Ctrl-Shift + PowerfullSmoothing to average the resolution sampled from a less dense part and it goes instantly much faster... 2 Quote Link to comment Share on other sites More sharing options...
Member phrase Posted April 18, 2015 Member Share Posted April 18, 2015 (edited) Beta 17 x64 is just 160 MB?! Oh, I see, it's not yet uploaded. Edited April 18, 2015 by phrase Quote Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted April 18, 2015 Advanced Member Share Posted April 18, 2015 just a word to say how I find antibump smoothing awesome It was totally a surprise implementation and now really dont see how I could sculpt without it.......when it gets too slow on very high density sections I use Ctrl-Shift + PowerfullSmoothing to average the resolution sampled from a less dense part and it goes instantly much faster... I knew you would come around ...it's real game changer...now if only I could find some more time to do some sculpting! 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted April 18, 2015 Reputable Contributor Share Posted April 18, 2015 4.5 BETA17 - You may optionally store glossiness or roughness in alpha channel of metal texture (in dependence on approach). - Fixed seams if islands partially outside 0..1 UV range - Correct scaling retopo mesh imported in empty scene. - Scenes with reference meshes opened correctly (no checker) Thank you very very much for adding the glossiness or roughness in the alpha channel of the metal texture as an option.... I will do some testing... Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted April 18, 2015 Contributor Share Posted April 18, 2015 4.5 BETA17 - You may optionally store glossiness or roughness in alpha channel of metal texture (in dependence on approach). - Fixed seams if islands partially outside 0..1 UV range - Correct scaling retopo mesh imported in empty scene. - Scenes with reference meshes opened correctly (no checker) YOU SIR , YOU ARE THE BEST. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted April 18, 2015 Reputable Contributor Share Posted April 18, 2015 just a word to say how I find antibump smoothing awesome It was totally a surprise implementation and now really dont see how I could sculpt without it.......when it gets too slow on very high density sections I use Ctrl-Shift + PowerfullSmoothing to average the resolution sampled from a less dense part and it goes instantly much faster... I agree. I personally think it should be the default algorithm, as many people testing the sculpting in 3D Coat would find smoothing to be outstanding right off the bat, without having to know anything about Anti-bump. Quote Link to comment Share on other sites More sharing options...
Member tomtm Posted April 18, 2015 Member Share Posted April 18, 2015 Hi, great updates, great features, great app! I just found that the light in the render-room doesn't have color as long there is no realtime rendering on. With realtime, additional lights have color. Greets Tom Quote Link to comment Share on other sites More sharing options...
Member bocs Posted April 19, 2015 Member Share Posted April 19, 2015 (edited) Why was the constructor tool removed? *maybe it moved and I don't see it? *last version to have it was Beta 13 Also it had a missing image..but guess that doesn't matter if it's gone for good. Edited April 19, 2015 by bocs Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted April 19, 2015 Author Share Posted April 19, 2015 Why was the constructor tool removed? *maybe it moved and I don't see it? *last version to have it was Beta 13 Also it had a missing image..but guess that doesn't matter if it's gone for good. It was removed by miskake (versions merging). In next build it will be retored. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted April 19, 2015 Reputable Contributor Share Posted April 19, 2015 It was removed by miskake (versions merging). In next build it will be retored. Andrew, others have mentioned it, but it bears repeating...can you add the option for the user to create their own profile from a spline created in 3D Coat or eps file? That would greatly extend the usefullness of the tool. 3 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted April 19, 2015 Reputable Contributor Share Posted April 19, 2015 ....and possibly allow the tool to follow a spline created (maybe using the 2D Grid + 2D Grid Snapping) or shape loaded from the E-Panel? 1 Quote Link to comment Share on other sites More sharing options...
Member mentalthink Posted April 19, 2015 Member Share Posted April 19, 2015 Hi it's possible add support for Shiva3d (I don't say for this Release, but in a future?¿, I see for Unity the users have an applink, but for Shiva3d (perhaps I'm the only one user) we don't. If the poeple don't meets Shiva3D it's something similar to Unity (I think more easy), but without expensive price and working in a bunch of platforms... Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted April 20, 2015 Author Share Posted April 20, 2015 Just want to give a thanks to Andrew for looking into speeding up Occlusion calculation. Will give this a test today. p.s. Just gave this a quick test and I am not getting a decent AO calculation. Here's a quick image to explain. Even with a Post Smoothing Steps of 10 you can still see obvious individual Shadows cast by the lights. How was the Original Ambient Occlusion layer on this model calculated for such a smooth result. It doesn't seem right that I should ramp up the Post Smoothing Steps so high just to get a smooth bake. Thoughts? There was 250 or even 500 sources + 2-4 smoothings. 128 is too low for smooth result. Raycasting metod is generally under development (not by me, by new programmer in the team). 2 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted April 20, 2015 Reputable Contributor Share Posted April 20, 2015 There was 250 or even more sources. 128 is too low for smooth result Andrew, can you not use a dome light, instead? Many renderers have that option, rather than use the old-school multi-light array Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted April 20, 2015 Contributor Share Posted April 20, 2015 Raycasting metod is generally under development (not by me, by new programmer in the team). AWESOME NEWS!!!! Quote Link to comment Share on other sites More sharing options...
Advanced Member ghib Posted April 20, 2015 Advanced Member Share Posted April 20, 2015 Andrew, thanks for the response and the details on baking the smooth Occlusion map. It's great news that Raycasting method is being worked on; I think this will make a lot of people happy. Can you give any details on whether it will take into account any Normal maps or depth painting applied to the model? Or would that info be placed into the Curvature Map? Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted April 20, 2015 Advanced Member Share Posted April 20, 2015 I'm retopologizing a character right now that has a mouth cavity and a tongue, and realizing that it is virtually impossible to retopologize the tongue because the retopo points will always snap to the outer most objects. I have all other objects hidden, only the tongue is visible in the viewport, but its impossible to place the polygons onto the surface of the tongue, they will snap to the (invisible) head instead. Would be nice if this could be fixed, will have to export the tongue to Modo and retopologize it there. Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted April 20, 2015 Contributor Share Posted April 20, 2015 Done this several times without any issues. Can you post a video? Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted April 20, 2015 Advanced Member Share Posted April 20, 2015 Done this several times without any issues. Can you post a video? Sure: https://drive.google.com/file/d/0B0l7cfnhxk4ybmxoeHZWY0xrdms/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted April 20, 2015 Contributor Share Posted April 20, 2015 The "tongue" volume should be selected for this operation, Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted April 20, 2015 Contributor Share Posted April 20, 2015 Sure: https://drive.google.com/file/d/0B0l7cfnhxk4ybmxoeHZWY0xrdms/view?usp=sharing You have selected the root (volume 16) but you are working retopo to the tongue volume. Select tongue volume as Tony Nemo very correctly suggested. In general , select the volume that you work on , on any room , just like you do on the sculpt / voxel room. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted April 20, 2015 Contributor Share Posted April 20, 2015 Im experiencing dramatic discrepancy inside Pbr material previews compared to applied result. Preview is extremely brighter.... (vertex painting here ;DX or Gl I get same issue,using bundled materials and panoramas) can anyone show me how it looks on their side? Edit:Strangely I dont experience this issue when using the Default Male headbust. Quote Link to comment Share on other sites More sharing options...
Advanced Member JoseConseco Posted April 20, 2015 Advanced Member Share Posted April 20, 2015 +1 to artman. I have this for some time now. Preview is unusable now. Quote Link to comment Share on other sites More sharing options...
Javis Posted April 20, 2015 Share Posted April 20, 2015 I am getting that same issue with the blown out brightness in preview in 4.5.17 almost all the time. It happened a little in 4.5.16B a little, but not this much. There was 250 or even 500 sources + 2-4 smoothings.128 is too low for smooth result.Raycasting metod is generally under development (not by me, by new programmer in the team). That is really good news! Thanks for the heads up. Looking forward to a raycasting AO solution. Any kind of general timeline on this one? Quote Link to comment Share on other sites More sharing options...
Advanced Member stusutcliffe Posted April 20, 2015 Advanced Member Share Posted April 20, 2015 (edited) I just installed B17, It says "trial" on the top line? What is going on? I put a sphere in paint mode and still managed to make more than 7 layers ( was that the limited amount for the trial version?) Anyone else get this? Oh ,I guess with the "trial" you get the full amount of levels anyway. But I have a full version...is this going to stop working at some point? edit. Tried uninstalling the serial and redoing it, still said "trial" So I went back to Beta 12 ..."trial" has now disapeared? Edited April 20, 2015 by stusutcliffe Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted April 21, 2015 Contributor Share Posted April 21, 2015 In my experience, "demo" is always present with the latest beta. Have you upgraded to V4? Quote Link to comment Share on other sites More sharing options...
Advanced Member stusutcliffe Posted April 21, 2015 Advanced Member Share Posted April 21, 2015 I have the very latest version. Basically what happens is Start Beta 12 ,as it loads it says "demo" for a second or so, then that disapears when everything is fully loaded. It has always done this so that is normal. Start Beta 17, as it loads it says "demo" for a second or so, then that disapears when everything is fully loaded...then it says "trial".....which to me says you have not paid and will stop working after a bit (30 days or whatever it is) I assume it is just a minor bug,but I have gone back to 12 just to be safe. Just wondering if anybody else has noticed this at all or has something gone awry just with me. Quote Link to comment Share on other sites More sharing options...
Member bocs Posted April 21, 2015 Member Share Posted April 21, 2015 (edited) I have the very latest version. Basically what happens is Start Beta 12 ,as it loads it says "demo" for a second or so, then that disapears when everything is fully loaded. It has always done this so that is normal. Start Beta 17, as it loads it says "demo" for a second or so, then that disapears when everything is fully loaded...then it says "trial".....which to me says you have not paid and will stop working after a bit (30 days or whatever it is) I assume it is just a minor bug,but I have gone back to 12 just to be safe. Just wondering if anybody else has noticed this at all or has something gone awry just with me. +1 After demo disappears, "Trial" shows up about 20 seconds later... Edited April 21, 2015 by bocs Quote Link to comment Share on other sites More sharing options...
Advanced Member Denis Posted April 21, 2015 Advanced Member Share Posted April 21, 2015 Yes, me too. Quote Link to comment Share on other sites More sharing options...
Member piacenti Posted April 21, 2015 Member Share Posted April 21, 2015 Blending modes when using PBR seems to be ignored for export, I posted the issue here. Quote Link to comment Share on other sites More sharing options...
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