Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 07/19/2024 in all areas

  1. Not to be confused with your regular domesticated animal.
    2 points
  2. Indeed, Precision is the word that comes to mind with tasks like these, something not easily achieved without considerable effort, even with Cad data which lets be honest, most of the time is utterly unusable
    1 point
  3. From an email: Improved Texture Standards Our textures are higher quality than they were 9 years ago, but our format changes have lead to an inconsistent user experience. So to increase consistency, we’re announcing new texture standards: a framework that sets expectations for what you’ll get when you download textures. In a nutshell, here's the main changes: Defined PBR Maps: A predictable set of deliverables: Base Color, Roughness, Normal, Displacement, Ambient Occlusion, Metallic and a new ORM map for realtime. Improved Filenames: All files are named with the new structure of: Poliigon_DescriptiveName_AssetIDNumber_MapName (no more confusing _metalness at the end of every file!) More Resolutions: 8K-1K for large, 8K-.256 for small. Set Physical Sizes: All surfaces are 2.5x2.5m (large surfaces) or 30x30cm (small surfaces) Material X - An interoperable industry compatible .mtlx file that can be natively imported into multiple softwares. From today all new textures will meet these new standards, including the latest batch of 13. Our goal is to remaster the entire texture library to these standards by the end of 2025. In certain circumstances, a texture may be unpublished if the source material is too old, but access for all previous purchasers will remain. https://www.blog.poliigon.com/blog/2024-texture-standards I don't know of any other 3rd party sites actively starting to support Material X, not to mention refreshing their texture libraries from last gen textures. It looks like a first batch of updated materials on their site supports Material X download, for DCCs actively supporting Material X integration.
    1 point
  4. Folks, we have new July release - 2024.5 https://www.maxon.net/en/article/maxon-one-july-release-includes-a-variety-of-beneficial-feature-updates New Features Modeling Split Command defaults to not keeping polygons in the source object Simulation Improvements towards auto generated connectors Translations of parent Connectors are applied in the local space Pin connectors inherit the orientations of the Rigid Body Gathering Connectors in a Null object and moving without affecting relative position Connectors now support Colliders simulation type Connectors support for Spring and Motor Object Spatial sampling location when using MoGraph tags now follow the movement of the connectors The default orientation of Ragdoll changed where the cone points vertically Volume Grid list inside of a volume fieldlayer to choose which grids to sample Particles Cloners and Arrays support Basic Particle Emitters and Forces Collider Modifier has an “iteration” parameter Surface Attractor splits out the strength parameters to Attract Strength and Follow Strength Surface Attractor adds a slider to impact the Object Velocity Strength influence on particles Field Sampling Variance parameter in particle simulation settings Particle Group and External Cache export and import scale support Reproduce Emitter colour options match the options in other Emitters types Math modifier input value field shows Degree units for operations Sin, Cos, Positive Sin, Positive Cos, in Constant source Mode Redshift When Redshift is enabled, Redshift Camera is created when using: Motion Tracking Camera Calibrator Camera Morph Camera Crane Motion Camera Exchange Alembic Points object can be imported as a Particle Group Options added to use custom Alembic export settings for the baking. Scene Nodes Split Node - Based on the Split Command Disconnect Node - Procedural version of the Disconnect command Align Nodes in the Nodes Editor Outline Spline Node - allows artists to procedurally stroke or offset splines Points Modifier - allows artists to use simple node networks to easily make your own modifiers/deformers General Improvements Undo History now accessible within the File Menu For Nodes people or ones that want to try, there is a Points modifier which is really great 🙂
    1 point
  5. i'd argue 4 hours is rather conservative for something like this, while it looks simple enough from the offset, once you get into the nitty gritty there's quite a few areas of this, mainly areas like where the camera housing attaches to the side of the case that would take quite a bit of forward planning, especially considering all the edge loops would likely run off to the circular cut outs for the lenses, as well as the sides where the edges are sharp but the inset sections that ramp down are soft.
    1 point
  6. Applause from the gallery 🙂 CBR
    1 point
  7. Two things I do to save my sanity 1) Add "fold all" as a button to the UI right next to the object manager. I am forever delving thousands of objects deep into the object list after a while of unfolding stuff it gets longer and longer. Fold all keeps me sane. 2) Lazy nulls. So your issue is that youve selected a bunch of stuff in the scene. Maybe its 500 objects down, maybe its 20 folders deep. Who knows. What I do is I add a null. Name it something unique and easy to spot, "xxx" usually works. Now copy and paste it 10 times. What you can now do is go off and select all the stuff you want to organise, in the object manager or 3d view. Then when you're done and want to drag them all to the top, or into a folder, is click your "fold all" button to clean up the object manager. Now CTRL click one of your XXX nulls so it is selected. What you will find you have is all your selected objects and a nicely positioned XXX null at the top of your list. Just drag the XXX null where you want it and all your selected objects will come along for the ride..
    1 point
×
×
  • Create New...