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About McDev

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    Cafe Ronin

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  1. Just tried it, didn't seem to work and it seems that I need one shader field for each material? All this is more of a burden and I need a quick workflow before I export, especially when I may want to make changes to the meshes and materials. I'd rather have the source to be materials, the vertex colors I only need for export. But I learned now that disconnection isn't necessary if the vertex mode set to Polygon Points. Maybe I can try to just use vertex colors from the beginning, the main downside is that they do not show up in the editor unless the tag is selected. The downside would be that there is no clear connection across multiple meshes, the color needs to be the same and a material guarantees that. Otherwise I need to do some color picking that can be wrong on occasion.
  2. In order to bake highpoly models vertex colors are the best way to define material IDs across multiple meshes. I could not find a way to set that up easily, other tools like Modo seem to have such a feature. So what I need is a tool that draws the vertex color based on the material diffuse color. The tool should also disconnect the mesh selections as otherwise there are no hard edges and in some situations the colors can not be applied correctly like shown below. The command should apply to the current selection of meshes. If there is no solution and you think that you can do that may PM me.
  3. Disable Displacement if possible. But in that regard there is a kind of automatic LOD. If that wall covers the whole screen there are more pixels and details requried to render those areas as if it only covers a few pixels in the backgrouond. It might take as much time per pixel but we talk about a few hundred pixels in the distance vs. millions on full screen. Apart from that renderers might do other simplifications like automatically reduce the tesselation/subdivision in the background. But in general, if you can for objects in the distance, try to disable everything you can if you want to improve render time. This can be shadow casting, vissibility for AO, GI, Displacement (subdivision), refraction or simply polycount. Texture resolution on the other hand should not have an effect unless your RAM starts to fill up.
  4. We get R20 soon hopefully, this shall fix it ^^
  5. Does not help, in fact it seems to be worse, in new files it is now also 2 cuts, even after deleting preferences again :(
  6. Deleting prefs fodlers worked. I tried the middle mouse button but it did not change the settings permanently. It makes sense if I hit it accidently and it chagned the setting somehow. But yes the setting is greyed out when you have not clicked. EDIT: OK, it seems that this issue is persistent in the file, when I create a new file it works as intended.
  7. Whatever I did, when I select the loop cut the numbers of cuts is set to 2 by default. Very annoying. using R19.
  8. Well of course, in this case. But if you got a premade UV that should not change and you have a custom mesh things become tricky. If this is not the case UVing after Bevel is always better.
  9. Not sure if it has been said, but the most important feature for me I just found out by accident. It's quite simple but the Create Point Tool now does not destroy the UV on a Polygon! So you can Add points on textured models. This was a feature request of mine. Also with the R18 knife tool this works great. It is great for working with Textured models or using a Texture to mesh modelling technique, which would have been possible only with frontal or projection mapping before.
  10. I have that issue as well. Bevel with existing UV works fine if A: UVs are connected at the edges (no UV seam) B: You don't get a corner with the bevel. So if you make one Loop or Ring selection for instance bevel should work fine with great results, unless you have a UV seam somewhere. But if you bevel a cube then you run into issues and you have to fix the corners by hand. Using the Terrace and Relax UV-tools can help here.
  11. I just tried it again and it actually works! Not sure what didn't work at the first try of mine. OK those are some nice improvements then. I am also diggin deeper into PlugIn creation and the C++ examples are a nice to learn from, not that hard to go through as I was thinking.
  12. Thanks for the input, Seamilar II looks very interesting! That Align Edges tool is exaclty what I had in mind for points at least. Also UV vonc seems quite advanced, I will check them out! I am also looking into some resources by MAXON right now to see where I can get. But if I don't even have to do that stuff even better
  13. Cinemas UV Tools I think haven't been touched in a decade. Even though I didn't expect anything I just opened up R19 and I saw a single yellow entry (new features) which is the Select Tab in the toolbar, which is at least something. I demand an improvement! So I had this idea for some UV tools a while ago and now in this Forum maybe I can find help. Eiher there is something around already or I can figure out how to do it on my own or maybe even find somebody who is interested in collaboration. That said I have no idea where to start, I made a simple Python script and it was a mess. I know C# quite well so C++ would be fine but I really have to get into that. Can you point me in the right direction? Where should I start and what can I even expect. I maybe have to make my own window that you would put next to the UV Tools and maybe some extra buttons that you can add in the UV Toolbar. Would it be possible to extend tabs or eve ncontent inside of the UV Mapping Window? E.g. the Transform Tab? So anyway here is a few things that I want to have, what do you like to see? Make Vertex positioning easier It is not possible to set the position of a UV point directly, I am only able to move it relatively. I want to set a point exactly on X=1? Impossible, or am I missing something? Line up and even out Especially helpful when working with modified regular geometry like curved strips or extruded and beveld cylinders. Then I want to have a regular UV but mostly I end up with distorted UVs when I use auto tools. This mostly is a task where I iteratively line up edges, lock these points and do another relax. After some clicking you end up with the result in the middle, then you go over each line inside and ideally both directions. The result then isn't perfect but to work with. (Sure for this example I could just use a cylinder mapping as the right image shows). Helpfull (one click) tools: Flatten: (scale x or y to 0). Line up: scale x/y to 0 and make a regular distance for each selected point on the other axis. Optionally select an existing point which will be chossen as a reference. Gizmos for moving or another way to move only in one direction with the mouse. Snap UV to grid / Texture resolution Say you want to bake textures like lightmaps or you work on tillable textures this feature is helpful. Because if you refer to pixel 1, instead of 0,93 the result can be very different, especially when baking and working with tiling textures. Make Layouting easier E.g. sometimes I want to stack UV Shells evenly in a row or simply move and scale a piece to a specific location. So imagine atlassing, I have my UV setup in full size but I want it to move to the upper left corner and divide the UV in 2x2 cells. This all requires some nested transform calls and weird calculations, especially when we talk about uneven numbers and non quadratic textures. Remember this is because I need exact numbers, not just approximately moving by hand. Support Atlases and multi object UV Edit Now this is way more complex but that is something I am confronted with so often. The only solution to work with multiple objects on one UV layout is to draw their edges in a texture. As layouting requires some trial and error I have to redo the whole map at least 2 times. So having a solution which draws UVs of other objects inside the window would be great. If it was even possible to apply alignment algorithms to multiple objects that would be amazing. I even have some ideas here. That said, I know how to do stuff in theory, but not practically in Cinemas API :) I worked on Unity Editor scripts so I have a grasp on how it could look like. As long as I get lists of UV points and we speak of simple Vector2 Coordinates at the end, that should be doable.
  14. It has been a while now but I finally got some time to continue to work on that project, no much has changed but I thought I give an update. I focus to avoid HighPoly baking for this and do textures in photoshop if I can. For the modelling I use of what I call midpoly modelling by chamfering edges and using the advantage of the Vertex Normal Editing Plugin. You can then have a highpoly appeal by a simple one level chamfered edge. I also use this project so see with how many triangles I end up for the whole scene and if it is still feasible for the lightmapper and how performance is once it runs in Unity. I start to model object by object. In the first step I will do the modelling of each object and the texture blockout. As you can see for the desk I figure out the UV layout and then grab parts from pictures. Later I will replace that with an actual texture and add specular and normal maps. I try to minimize Texture usage and repead as much as I can combined with variation shader techniques, e.g. VertexColor to overlay or second texture maps. For cinema I use X-Ref objects for that. I take my blockout model and convert that into an xref. So I turn my blockout scene step by step into the final scene, using incremental saving of course. Also I try to use genrators and non destructive techniques until I got my final result, then I merge anything down to as few objects as possible. That desk for instance was heavily using the array generator, but now consists of 3 objects and materials (Red shelf, marble plate and the outside). I try to get an accurate model of the environment so I try to count the number of things and guess their size, especially for the building elements. Otherwise you will run into problems later where certain things may not fit exactly. But I only do that on the very broad view and I am not going to focus on any tiny detail. If people watch it for the first or second time and they think this is an accurate replication that is all I want. Also I think the set designers have been very kind and made things repeat and mirror a lot :P
  15. Those are some very nice additions! I like the Poly reducer tool. Will it work with baked Normals? That would be great. Also one question, will the LOD System work in the render or is it only usable for the viewport?
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