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Seamilar ... the sequel

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I'll buy it on the spot. Thanks for laboring through the challenges!

I expected there would be a lot to do. I never imagined the undo! ::):

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Guest DrBluem

How to buy and/or get rid of the DEMO?

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Happy to contribute to your big work buying your script when it will be available to be purchased.

For now, I'm gonna test new version.

Congratulations!

Edited by Duca
Adding infos

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  • 21 hours ago, DrBluem said:

    How to buy and/or get rid of the DEMO?

    I am finalizing the financial setup and in a day or two I should be open for business.

    Just send me a private message containing the 11 digits of your Cinema 4D serial, the requested platform (Mac or Windows) and an e-mail address where I can reach you. When the financial set up is ready I will send you a Paypal link for you to proceed with the payment. Once payment completed the plugin and serial number will be sent to the provided e-mail address.

     

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  • I am no expert in UV unwrapping, as such I am not claiming to know it better, or trying to teach anyone of you how UV unwrapping should be done. But -in my opinion- the purpose of unwrapping is to flatten the polygons from your 3D mesh onto a flat UV canvas with the least possible amount of distortion. In your example, the front and back face of the C are flat. Unwrapping this onto a flat canvas -with least possible amount of distortion- is what you get in the screenshot. If you would straighten the result you would definitely introduce a lot of distortion.

    Now, I understand in some cases you would want to obtain a straight result, but as the unwrapping algorithm is optimized for least distortion, the straightening will have to be triggered by user interaction. By this I mean that it will be up to the user to straighten it manually. Of course, tools could be created to support the user to accomplish the straight result, but -again, in my opinion- it is not something you can let the algorithm decide. It will need to be an interactive process, steered by the user.

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  • Thanks to those having placed pre-release orders at the reduced price.
    These have been delivered by now. Hope you enjoy the plugin.
    As mentioned by e-mail, the provided plugin is a release candidate as last touches is being done on the final release.

    Additionally, I have also been working on next feature for the UV View: MultiObjects. Depending on progress this will be made available in the final release, or in future (free) update. As it currently is the UV View is only a viewer not an editor.
    But UV Editor features will be next on the list.

    For those contemplating a purchase, just a reminder that the introductory (pre-release) price of 25 euros will end once the plugin is officially released.

     

    early Multi object viewer concept below:
    Objects "sharing" the same canvas can be displayed simultaneously, using a single color per object, or a single color per UV island.
    This "sharing" follows the same principle as my workflow using the SPETI plugin (importing of Substance Painter textures)

     

     

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    Amazing progress Daniel, great job...

    On video are shown tags for every object what will be shown in multiobject UV view. For different group of objects is needed to remove tags from old objects or are automatically recognized by plugin?

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  • 1 hour ago, bezo said:

    Amazing progress Daniel, great job...

    On video are shown tags for every object what will be shown in multiobject UV view. For different group of objects is needed to remove tags from old objects or are automatically recognized by plugin?

    @bezo Thanks for the kind words (and the order request)
    It's a little early to start discussing the concept as there is still quite some work required. And as we have seen in the past things can change really quickly depending the needed workarounds.
    For now, the Seamilar Unwrapper tag on every object is only for unwrapping purposed, even without this tag the object will be shown in the UV View. But since the island information is stored in the tag, it is also required for drawing the different island colors.
    I have foreseen 3 modes:
    - single object, multiple island colors
    - multi object, single island color
    - multi object multi island colors

    When no Seamilar Unwrap tag is present the UV View will thus only be able to display a single island color for the whole object (=mode 2), but every object will get a different color (in mode 2)

    Well, that's the idea. But as mentioned, this can still change as a result of work required to implement ... or feedback from the WIP users.

    EDIT: Here's a video that demonstrates with and without tags

    https://youtu.be/PcWwBKM1DLk

     

     

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  • While playing with the plugin there was a feature I really miss(ed) sometimes, which is to be able to create seams in the UV View.

    Now, I know I mentioned that the UV View is still a simple viewer and that editing capabilities will be introduced when it gets upgraded to a full UV Editor. However, I just could not resist to already introduce some foundation work.

     

     

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    Yeah, it's all very good. You'll be getting an email from me shortly too...

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