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  1. #61
    Most of the features I've seen discussed would be nice but the area where blender is hurting the most would have to be texture painting. You can purchase addons that help making brush and layer selection easier but the fundamental flaws are the jagged edges, stretching, and limitations on texture size due to lag. You can duck the jagged edges and stretching by increasing the poly count but you will start lagging before you can get to anything as smooth as Mud box or Substance Painter.
    Last edited by edisto; 20-Mar-17 at 20:30.



  2. #62
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    Originally Posted by edisto View Post
    Most of the features I've seen discussed would be nice but the area where blender is hurting the most would have to be texture painting. You can purchase addons that help making brush and layer selection easier but the fundamental flaws are the jagged edges, stretching, and limitations on texture size due to lag.
    Much of lag should be addressed with the PTex work. If you provide images showing the jaggy and stretching problems can have a look. Is the jaggy a brush issue (and thus fixable with antialiasing the brush) or projection issue.



  3. #63
    Member Ace Dragon's Avatar
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    Originally Posted by LetterRip View Post
    Much of lag should be addressed with the PTex work. If you provide images showing the jaggy and stretching problems can have a look. Is the jaggy a brush issue (and thus fixable with antialiasing the brush) or projection issue.
    I do not know if you're aware, but the Ptex work has been stopped and shelved for over a year (Nicholas Bishop no longer had any time for it), and there's no indication now if Blender will ever have it implemented.

    I wouldn't count on it being completed at this point (unless I missed something).
    Last edited by Ace Dragon; 20-Mar-17 at 20:55.
    Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
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  4. #64
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    Ace Dragon,

    there are plans to finish the PTex work. We are looking at finding a GSoC student to do so, but if there isn't a suitable candidate we'll see about other options.



  5. #65
    Great job on your museum of art Ace Dragon.



  6. #66
    You get jagged lines if you go above 80 degrees on the normal cutoff. If you limit the normal cutoff to 80 you get a solid line that you have to blend when rotating. In Mudbox you are able to get 80-90 degrees with no jagged edges, solid line, or stretching. Mudbox has a falloff when you get close to 90 degrees with the opacity fading nicely. Texture paint mode also needs a real eraser brush with soft edges that you can select with shift + left click and on release returns your brush like "sculpt.brush_stroke" in sculpt mode by default. These fixes coupled with GPU acceleration on Brush strokes blender texture painting will be way better than Mudbox. http://imgur.com/a/IAZ6y



  7. #67
    Member YAFU's Avatar
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    Originally Posted by LetterRip View Post
    Edit: glancing at the patch - can't test but I think if you disable the 'clamp' code it might work.
    Hi.
    Just clarify that I know how to compile and apply patches, but I have no idea of coding. So I did not understand much about what you said
    I'll wait to see if you find out what the problem is, and then I'll test it again.
    Thank you.
    Be patient, English is not my language.



  8. #68
    Member m9105826's Avatar
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    Ptex is pretty much a dead technology these days. UDIM has pretty conclusively "won" the battle of extended texturing functionality everywhere outside of Disney's studios.
    Long time 3D artist and member of the official Cycles Artists Module
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  9. #69
    Originally Posted by m9105826 View Post
    Ptex is pretty much a dead technology these days. UDIM has pretty conclusively "won" the battle of extended texturing functionality everywhere outside of Disney's studios.
    Yes, Ptex don't have a clear future in the industry. Maybe the wind could change with new ideas or implementations, but UDIM is the near future of the industry.



  10. #70
    Member cgstrive's Avatar
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    What about Shrinkwrap/Conform Brush?
    https://youtu.be/KQamBVlmEZ0?t=48

    Native would be very handy, but I don't see why Python modal script wouldnt do the trick? Anyone knows of such a script? Tnx



  11. #71
    This would be great in sculpt mode.If you could decimate that part of the character as you make your character in sculpt mode.



  12. #72
    Member pitiwazou's Avatar
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    Originally Posted by cgstrive View Post
    What about Shrinkwrap/Conform Brush?
    https://youtu.be/KQamBVlmEZ0?t=48

    Native would be very handy, but I don't see why Python modal script wouldnt do the trick? Anyone knows of such a script? Tnx

    +1 having the sculpt mode who work with the shrinkwrap will be very handy, move, smoth etc.



  13. #73
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    YAFU, I've updated the patch and I think I've fixed the problems with it.

    https://developer.blender.org/T50939

    Also a new feature you can adjust the size of the sampling plane for flatten, etc.



  14. #74
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    For those on linux - here is a build,

    https://expirebox.com/download/989c3...c6c2f22dd.html

    I'm waiting on a graphicall verification so using another hosting site for now.

    To use click on 'adaptive spacing' in the stroke panel under spacing.

    For the sculpt plane radius drag on sculpt plane slider to increse decreae the sampling radius.



  15. #75
    Member YAFU's Avatar
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    Hey LetterRip!
    Doing a quick test here.
    Strokes with adaptive spacing (to the left of the image) is working much better than without it enabled !
    http://www.image-share.com/upload/3501/61.jpg

    I have not tried the new Sculpt Plane Range yet, I still do not understand how it should be used. I have only noticed that the slider for the right only indicates "1" and "2" values. Moving to the left shows decimals. Should this be so?

    I have noticed that when you have enabled adaptive spacing, the spaces do not correspond to the same spaces as when you do not have adaptive spacing enabled. That is for example, Spacing = 100% without Adaptive Spacing corresponding to about Spacing = 1000% with Adaptive Spacing enabled.

    Also if you make the next stroke (the letter "D" in a sphere), the spaces in the vertical stroke are different from those in the curved stroke. I'm not sure if it should be that way:
    http://www.image-share.com/upload/3501/60.jpg

    Thank you !. I'm going to do more tests tomorrow
    Last edited by YAFU; 30-Mar-17 at 22:01.
    Be patient, English is not my language.



  16. #76
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    Thanks for the feedback, the slider for sculpt plane range, I've corrected will upload a patch later. Is the spacing strangeness only in ortho or perspective? I think I might have to correct for perspective...



  17. #77
    Member YAFU's Avatar
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    I think the behavior mentioned in the sphere occurs in both, orthographic and perspective. This is the file used to do the tests, the other shape is in layer 3:
    http://pasteall.org/blend/index.php?id=46127
    Be patient, English is not my language.



  18. #78
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    Originally Posted by YAFU View Post
    I have noticed that when you have enabled adaptive spacing, the spaces do not correspond to the same spaces as when you do not have adaptive spacing enabled. That is for example, Spacing = 100% without Adaptive Spacing corresponding to about Spacing = 1000% with Adaptive Spacing enabled.
    Does that behaviour occur in both perspective and orthographic?

    I think the behavior mentioned in the sphere occurs in both, orthographic and perspective. This is the file used to do the tests, the other shape is in layer 3:
    http://pasteall.org/blend/index.php?id=46127
    Could you clarify what brush, curve, and alpha you are using for that test? 100% seems to be the same (roughly) spacing for both adaptive and non-adaptive spacing.



  19. #79
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    Hi.
    Ah, that behavior. Yes, it also happens in both.
    I am using exactly the same settings as the .blend file I shared above.
    Here a video:
    https://expirebox.com/download/38158...1fcb603fc.html

    Maybe the way I've patched and compiled Blender on Linux?

    Edit:
    I can not test your build because it does not work on my Kubuntu 14.04.
    Last edited by YAFU; 31-Mar-17 at 11:50.
    Be patient, English is not my language.



  20. #80
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    Ok thanks for the feedback - haven't tried with your file but definitely didn't have the spacing issue of 100% == 1000% here for my tests. When I reboot will test with your file, but I do suspect that perhaps a previous patch wasn't fully removed before the new patch was applied but will double check here later and recreate the patch.



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