Is emissive stuff really on the roadmap or is this just a hopeful post? This is the first I've heard and it would be fantastic news, but I won't believe it until someone can share a link with more info. I hope it's true!Hi Andrew
If you are currently working on emmisive stuff it would be nice to add a post process glow effect to show it off in the render room
3D-Coat 3.7 updates thread
#801
Posted 24 March 2012 - 09:45 PM
#802
Posted 24 March 2012 - 09:59 PM
Is emissive stuff really on the roadmap or is this just a hopeful post? This is the first I've heard and it would be fantastic news, but I won't believe it until someone can share a link with more info. I hope it's true!
Here ya go. It is a few post down from the top plus a link to what the first test looks like in another twitter post...
http://twitter.com/#...!/andrewshpagin
#803
Posted 24 March 2012 - 10:44 PM
#804
Posted 25 March 2012 - 03:09 PM
#805
Posted 25 March 2012 - 07:51 PM
#806
Posted 28 March 2012 - 05:09 PM
The only change is fixed Autopo that was not accepting density painting correctly.
3.7.08B expected to be stabe - at least better than 3.7.01B that is in regular downloads because many important bugs fixed there.
Next build (3.7.09) will introduce colored specular and emissive for voxels, ppp and mv.
#807
Posted 28 March 2012 - 07:53 PM
#808
Posted 28 March 2012 - 10:17 PM
No time frame, just curious...
I noticed on the download page that under the "List of Changes" that the last two versions are incorrectly named. 2.7.08B and 2.7.08A
#809
Posted 28 March 2012 - 10:29 PM
Next build (3.7.09) will introduce colored specular and emissive for voxels, ppp and mv.
#810
Posted 29 March 2012 - 12:38 AM
Next build (3.7.09) will introduce colored specular and emissive for voxels, ppp and mv.
Thanks so much for bringing these features, I expect to use these all the time and I'm very happy to hear this is coming soon.
A couple questions though: Will it be possible to continue to treat specular as a monochromatic value? Will we be also able to use emissive in a monochromatic mode that multiplies against diffuse (or will it always be a color value)? Some game engines (like ours) packs specular, emissive (as a multiplier of albedo), AO and reflection factors into a single 8888 texture is why I ask; it would be convenient to be able to continue to author specular in monochrome mode and being able to manage the emissive channel in the same way would be helpful.
Thanks again for continuing to make 3D coat even more awesome!
#811
Posted 29 March 2012 - 05:41 AM
Yes, specular may be treated as monochromatic. Spec color is just additional texture.Thanks so much for bringing these features, I expect to use these all the time and I'm very happy to hear this is coming soon.
A couple questions though: Will it be possible to continue to treat specular as a monochromatic value? Will we be also able to use emissive in a monochromatic mode that multiplies against diffuse (or will it always be a color value)? Some game engines (like ours) packs specular, emissive (as a multiplier of albedo), AO and reflection factors into a single 8888 texture is why I ask; it would be convenient to be able to continue to author specular in monochrome mode and being able to manage the emissive channel in the same way would be helpful.
Thanks again for continuing to make 3D coat even more awesome!
Emissive is in general monochromatic channel that highlights specific areas.
#812
Posted 29 March 2012 - 07:50 AM
BTW: My hardware setup is a RadeonHD 5770, Intel i7 980x hex-core, 24GB RAM, & Win7 Pro x64
#813
Posted 29 March 2012 - 06:49 PM
FTR, I actually get far superior OpenGL performance on this card, regardless of drivers. It's the exact opposite situation with my NVIDIA-based systems here, which perform much better with DX.
#814
Posted 29 March 2012 - 08:40 PM
It is!3.7.08B expected to be stabe
Keeping it as my basic 3dc build.
Thank you, it passed all my basic tests so far. Remarkable performance in retopo room!
OSX build under Macpro dual xeon 16 threads, Nvidia graphics.
#815
Posted 30 March 2012 - 08:09 AM
Macbook Pro4,1 - 10.6.8 - 2gb Ram - 512mb VRAM
#816
Posted 30 March 2012 - 02:51 PM
Thanks! Moved it to main downloads especially because in 01B there is bad problem with imprecise scale preserving of imported voxel models.It is!
Keeping it as my basic 3dc build.
Thank you, it passed all my basic tests so far. Remarkable performance in retopo room!
OSX build under Macpro dual xeon 16 threads, Nvidia graphics.
#817
Posted 31 March 2012 - 07:21 AM
Win/Mac/Linux builds updated to 3.7.08B
The only change is fixed Autopo that was not accepting density painting correctly.
3.7.08B expected to be stabe - at least better than 3.7.01B that is in regular downloads because many important bugs fixed there.
Next build (3.7.09) will introduce colored specular and emissive for voxels, ppp and mv.
Hi Andrew the Pose tool is still very inaccurate across symmetry in the Mac version 3.7.08B. Exactly the same issue as in my original report persists.
Was the fix added to the Mac version?
#818
Posted 31 March 2012 - 08:01 AM
Probably I missed it. Please point me the link.Hi Andrew the Pose tool is still very inaccurate across symmetry in the Mac version 3.7.08B. Exactly the same issue as in my original report persists.
Was the fix added to the Mac version?
#819
Posted 31 March 2012 - 08:08 AM
#820
Posted 31 March 2012 - 08:46 AM
- Colored specular and emissive channels introduced in ppp/mv/ptex/voxels. Use new layer blending modes to assign colored specular/emissive to some layers. Pay attention that colored specular and emissive work only for Default shader, so assign it as default and use it to see effect. I will update all shaders after your review of how it works now.
- MV/PTEX got functionality that was previously missing - displacement/color of every volume will be baked into separate paint layer.
- Fixed problem of baking with option "Check groups and volumes correspondence"
Emissive channel is in this implementation monochromatic - it underlines that color on some places emits light. In so way any color may emit even if chanel itself is monochromatic. I think this sort of emissive is very enough, I don't think there should be non-monochromatic emissive.
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