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Messages - elowan

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16
here are my iRay setting - hope, it helps

17
It´s in iRay Viewport, so to say... in SP vieport, it´s ok.
Unfortunatly on the rendered image, the jagged-edges are visible.

And the "temporal AA setting" in iRay viewport has no effect on this, whatsoever

18
hi there,

I was using this material for painting:

https://source.allegorithmic.com/assets/f2e7ab95ef0f2bcbbf569cbfe56c28bd59221a94?category=Paint

Now - what shader do I need to assign, to make it work, like in the preview? I went with "PBR - coated" but I am not sure, if this is correct. maybe, I have to use some SSS or translucency to make it work, like intended?

Cheers!

19
hello out there,

I was looking for a way to have some AA (Anti-Aliasing) in iRay Renderer - but the only option there is, does not make any difference, even if I set it to maximum Accumulations (128, I think it was)

I noticed strong "jagged edges" along the rims of a car (from the X-TAON Contest, to be specific), when rendering @4k res with the "3Quarter" cameras. I tried serveral way to solve this, like going for 4k texture res for the wheels, using filters like sharpen, blur and so on. In Painter viewport, the jaggies are not visible, it´s only in iRay!

Only thing that helped with that, was to use a dark, rough material for the spokes - but thats not, what I wanted to, because I´d like them to be some kind of polished aluminium...

anybody else got this problem?

20
hello out there,

I was looking for a way to have some AA (Anti-Aliasing) in iRay Renderer - but the only option there is, does not make any difference, even if I set it to maxium Accumulations (128, I think it was)

I noticed strong "jagged edges" along the rims of a car (from the X-TAON Contest, to be specific), when rendering @4k res.

In the painter settings, I checked both, CPU and GPU for rendering - it seems, Painter does not utilize both, when both are checked - it only uses CPU in this case. Is this a bug or a feature? AFAIR, Cycles from blender and a few other renderers can use both - but painter can´t?

Cheers!

21
hello there,

are we allowed to change shaders for texture-sets?

there is "pbr-coated" choosen for everything, exept for the glass - texture set.
I was thinking about making some more transparent/glass parts, but it´s not working with "pbr-coated" shader.

so i need to switch to "pbr-opacity" - but is this confom to the rules?

cheers!


22
hello Nicolas,

thanks a lot fo rthe heads-up! this is the kind of communication, I´d expect from allegorithmic!

Glad to hear, the development goes well! So I hope to get my hands on the beta, soon :)

btw. thanks to allegorithmic for BF Sale (even for upgrades) - was waiting all year for it and more than happy to have an up-to-date Painter experience, now !

Cheers

23
Hm. This better be good once it comes out. The way we were let to believe, we were going to be part of the beta only to get radio silence ever since, except for all those teasing beta tester posts on Twitter, is beyond frustrating. Next time simply do a closed beta, where you contact your beta testers of choice in private, without letting anybody know you've got something cooking. That way no one gets frustrated. As classy as I think Allegorithmic is handling things in general, I feel you guys dropped the ball this time. Not classy, no sirs. Not classy at all.

+1

yes, I think there was kind of a change with allegorithmic in comparison to a year ago. their communication is lacking, forum is going quieter and updates are less frequent.

I was hoping to get a beta invite, as a day one Painter adopter and SD/B2M user. would have been really usefull to have it - but no. Instead, I switched to Quixel Mixer (at least until Alchemist finally comes out) to have at least some way to mix materials and do this kind of stuff. Maybe I will also look around for the NVIDIA tools for upscaling stuff, because I need to have this, yesterday.

an update to the status of beta would be fine - like how long will it continue to be a closed/private beta? will there be an open beta, as well? is there a release date for v1.0?

25
a) Looks great!   :)

Thank you, Sir!

b) See notes in my signature about attaching images.  The "drag-and-drop" method should make a scaled-down version of the picture appear in your post, but will let us click on it to view the full-res version.

Wow, good to know! I hope, I´ll remember this! Normally, the forum should be working without people posting "how to post images" notes in their signature ;) At least the forum should come up with "too large" "Too much MB" or a message like that, instead of just doing.. nothing ;)

26
Thanks!

I wanted to post an image (1440p) - but it seems, this forum does not support such size.

So here is the scaled down version of it:




27
Thanks - I installed it and Painter still works - so I think it all went o.k. ;)

28
Dont know why - but now Painter does not complain anymore and takes the mesh, like it should... strange but true :)

29
Thank you Justawiking!

The problem was in front of the PC - I forgot to set "TdrDdiDelay" as well ;)

Now no more warnings, when fireing up SP :D


30
hello,

Painter 2017.3.3 is complains about:

[Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed

Normals are fine in MODO and Blender. What´s the catch? Does Painter not support FBX2018 smoothing / vertex stuff like hard-edges? (I used the Vertex-Toolkit in MODO to setup hard edges)


edit: here is a screenshot from blender, with normals visible


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