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Showing content with the highest reputation on 08/03/2022 in all areas

  1. Thanks for the reminder. I want to take this opportunity to say f*ck Adobe. Thank you for coming to my TED Talk
    3 points
  2. What are you talking about? Especially with 3D printing you can easily use Booleans for pretty much everything, since topology doesn't matter at all. There is no shading errors to worry about. All that matters is the raw geometry. Unless your topology is uberscrewed with some reality breaking polygons it will print just fine. I've done this stuff for years.
    3 points
  3. Maybe there´re few people here which own licencies of Substance Painter or Substance Designer from Allegorithmic and decided not to switch to Adobe accounts and still use their permanent licencies. Since to last september all Allegorithmic accounts will be closed and users will not be able to download their software/licencies, it should be good visit your account and create backup copy/ies of software/licencies... Just a reminder 🙂
    1 point
  4. I know it's not that hard to create basic and decent PBR materials from quality images. I'm curious if anyone has experience using Apple's LiDAR tech in their newer phones to extract the depth map for use in Substance for example? I will be getting samples of rugs that I will be adding to archvis-style 3D rooms instead of traditional photography. I have recently tried dropping a detail rug sample into Adobe Substance 3D Sampler and it did a decent job of giving me a Bump and Normal map. (See link. It wouldn't let me upload the image). Just looking for options to increase the realism and wondered if the new tech might be useful. Thanks. https://www.dropbox.com/s/uktvbojp3sbawrh/RugTest_Substance.jpg?dl=0
    1 point
  5. lidar on the iphone simply cant resolve that detail you would find in a rug, no point trying. Youll have a better chance with the face scanner using "3d scanner app", but even then, photo to normal/displacement map conversion apps will work better as you can feed them a nice 8k still photo or two.
    1 point
  6. The algorithm, yes. Personally, I haven't a clue what it's doing. Maths and I parted ways a long time ago after she found out I was spending way more time with Pulling Numbers Out of My Ass.
    1 point
  7. Not LIDAR but you can extract textures with photometric stereo capture, it's the way to go to capture detailled surface information. There are some nodes in SD Designer to process this kind of data. The process is really simple and you can get interesting results very quickly. But the "PBR" part is the most difficult one, with much work to do to get consistent and repeatable result. Some links : https://substance3d.adobe.com/tutorials/courses/Your-smartphone-is-a-material-scanner https://substance3d.adobe.com/tutorials/courses/Art-by-Rens-Substance-3D-Designer-Scan-Processing https://dabarti.com/capture/ https://dabarti.com/vfx/dabarti-capture-basics-capturing-textures-using-mobile-phone/
    1 point
  8. So I finally dived into that algorithm and we do seem to have lift-off houdini_N3ojd2H3fb.mp4 Common Tangents.hiplc
    1 point
  9. Interesting plugin. Almost reminds me of patch modeling used by Hash Animation Master --- which is still out there though very quiet. As a potential tool for character creation, you really have to consider the polygonal flow of the finished model especially around the joints. And here it does a pretty good job so I am wondering how much of Zrememsher routines are being accessed which may explain why it is an R26 plugin only. There were a couple of quick frames before Zremesher kicked in where the mesh was a little weird. But, you have to just give gobs of respect to Nitroman. His energy, stamina and creativity to keep coming up with tools through C4D's evolution into Python 3 and new architectures is amazing. There are very few plugin developers left with his staying power. My big wish though for Nitro4D --- online license management. I think he is getting there as the site has a few tools for bringing in older purchases made before he set-up customer accounts. Manually requesting new licenses with each new release was a big barrier to purchasing more plugins. Also, given all the tools he has AND his continued ability to create new tools and keep them up-to-date for each new release, then this is one area where I "might" embrace annual subscriptions at a fair price. Yes...I went there. Shocking...isn't it? Dave
    1 point
  10. Don't change the monitor aspect ratio, thats just an old hangover setting from back in the 4:3 CRT monitor / Amiga days when pixels on screen weren't always square. The answer to your question is that the layout system has some bugs in the defaults where large patches of blank space just appear for no real reason. The only solution is to close down those managers, rip off or save any toolbars you need, then reopen those windows and dock them back into the UI where needed. Mostly this shows up as blank space next to the object manager for some reason; Likely related to the new fold away managers like materials, timeline, content browser etc.
    1 point
  11. Sure! Given enough interest and motivation I could certainly port the plugin to R23 and above. ... or at least try.
    1 point
  12. Here is an example of hot make a fish school, or flocking effect. This is pure nodes setup. Control the effect through controls on grid and random node 57_Fisch_School.c4d
    1 point
  13. Certainly never in the context of 3d printing.
    0 points
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