DyneRR Update 1.6

Hi dear early adopters of DyneRR !

 

First i want to thank you for your support.

I know that there is few thing that must be improved, but please be sure that i will continue on improving this tool and release few others as soon as i can.

Down bellow you got the latest news.

You may need to reply to the survey on twitter and share your feedback on the Foundry Discuss thread.

 

I hope it already have help you, if not, give me your review please.


——————————–> UPDATE 1.6 <——————————–

Changed the visibility preset of the DyneRR_Mobile (Volume mesh that drive the RenderRegion).
Now it’s not in BoundingBox DisplayMode.

Also, all the items of the assembly should not be rendered, even if you let them as visible for edit purpose.
It’s way easier to edit now.

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Publicités

my humble contribution through bug reports on Modo 11.

Foundry Dev Team is aware of those things, just to keep informed Modo users. I hope they will be fixed soon.

Bug 55319 – Let users add grouped mesh items to the sources of MergeMeshOps

Bug 55386 – [Regression] Bake to Render Output from Shared UV Map causes Incorrect Results via Network Rendering

Bug 55429 – Hard Edge Smoothing is not Preserved onto a Procedural Layer when the Source Meshes have Rotations Applied

Bug 55477 – Using a procedural Boolean operation after a Transform operation causes Display Errors in the resulting mesh

Bug 55478 – Snapping to Intersecting or Overlapping Components Does Not Work Reliably

Bug 55517 – Boolean subtract of intersecting meshes produces bad result

Bug 55522 – Baking AO via Network Rendering does not Work

Bug 55550 – Snapping to Components in a Scene with Dense Items can cause Erratic Snapping Behavior.

Bug 55554 – [ER] Allow Replicas contained in a Replicator to be defined as the source of a MergeMesh operation

Bug 55663 – Motion Blur on a curve inside a MeshOps no longer works

Bug 55744 – pMods Simulation is very slow when driving an animated MeshOp, even when there is no collision

Bug 55745 – [Feature] Allow the Curve Rebuild Procedural to rebuild the strips of a Mesh Fusion item as a curve.

Bug 55755 – Clone on Curve Procedure does not update live if the source mesh is altered

Working at Extriple: infuse a new step to AR/VR creativity

First of all, i’ve didn’t talk a lot about my new job at Extriple and that’s all about i’m posting today. I’ve join the team in June 2015 at first for a Freelance work and then started a full time job to their office 3 month later.

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our Industrial Helmet Concept

Working in a Korean company is a great way to discover the Korean citizen, that you usually may have some prejudiced or biased against them as you’re a citizen of Europe or any western country. If you’ve never thank that you’ve being a stranger in a country before, you couldn’t feel that unforgettable feeling. It make me breath now as a human more than a french guy that you can see coming a mile off.

Living not as an expatriate and be a part of a company that have not tried to recruit you just for international business or expansion strategy was a breath to me. Even if i should assume that my Korean level is not actually as good as my english, i must thanks them for their listening. Hopefully i understand most of their needs and meetings, so i can’t say that i’m just lucky. Hard work of studying at the ChangWon University to learn korean (not as many as i should, i must say), was also the good choice. I’ve give up a few times but didn’t stop to trust in my capability to communicate and work in a team as a foreigner.

I’m really glad to thanks 노진송 the CEO for is faith & also the support of all of my friends from the CW University as 박동규 professor &  안태현.

From research on AR (aka augmented reality), MR (mixed reality), to Product/Brand Design and Mobile Application, it have let me explore more possibilities in 3D, from Rendering for Archviz to Animation and Real Time content creation for Unity Engine, PBR and many other stuff around.

 

Development on Microsoft Hololens are now on the way, with the help of Unity. It’s pretty impressive what we can offer already for industries who want’s to communicate their visions to the audience, or have some tools for Production Data Management. It’s really a new era that is coming out from the ash of VR research and product in of the 90’s. As i’ve said before on Twitter, if you look to the marketing around them, you’ll may be disturb by the gap between people expectation and reality, but the wild horse is on the way and we couldn’t see it stopped by anything, because actually the environment is ready for huge improvement on the software as well as the hardware further generation of Hololens and competing solution.

I must say also thanks to my daily co-workers: 김용벡, 윤채영, 김경민, 김동현, 서혜정  that makes life easier in the company. I’m sure we’ve shared good moments (and also bad moments, but we’ve bypassed them with glory and humility) and i’m sure there’s much more to come for our pleasure. Challenge are there, but by then it have been great to work together improving our skills and company.

Industrial Data Visualization and Management product

IPackThat & Modo Flavor.

Having so much fun with the « Copy/Paste UV position » in Modo 901 and IPackThat. It’s been a long time since i wait for that features in Modo, as it’s in Maya since a long time (« Transfert Data »). With IPack That on the side, it’s so sweet and quick to layout UV’s perfectly. Also Color’s UI look like they match closely between the two ;^D

ModoSP_17

 

The process is easy.

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Matching Render in Modo as well as in Sub Painter. « How-to » – First Try = FAIL

Hello.
I’m experiencing some issue displaying the same PBR Rendering as SB Painter in Modo. I’m looked into some forum thread like those from Wes McDermott here and some on modology.fr (Modo French User Forum), but didn’t found how figured out the same render in both software. So here i’m trying to find a workaround to this challenge. I’m probaly doing it in a wrong way but that is a good way to get involved with tools. So feel free to comment on the original forum Allegorithmic.

Setup both Software to Match the same result of Sub Painter viewport and Modo Render. Lire la suite

MaxScript Issue – Enable/Disable Command (Just Switchable)

MaxScript « Bad Day »

I’m so sad to see that in MAX you can just switch from one command to another and back and forth… Why do they didn’t had the possibility to Enable or Disable an option/command instead of just switch it (nobody cares about the position A or B….seriously).

 

Here is just a little script to clean a scene in order to focus (Zoom) onto the scene and go to a Maximized Perspective view – Shaded with Wireframe:

    actionMan.executeAction 0 « 40182 »  — Views: Perspective User View
max vpt persp user
actionMan.executeAction 0 « 50026 »  — Tools: Maximize Viewport Toggle
max tool maximize
actionMan.executeAction 0 « 550 »  — Views: Viewport Visual Style Shaded
actionMan.executeAction 0 « 40078 »  — Views: Show Home Grid
max showhomegrid
actionMan.executeAction 0 « 310 »  — Tools: Zoom Extents Selected
max zoomext sel
macros.run « DragAndDrop » « Macro8 »

 

But now as you can see i can’t go directly to Hide/Disable Homegrid…

If i open a file with  homegrid in the viewport, i will switch it on and that’s not what this script is supposed to do.

 

I’ve search that on internet but i couldn’t find that tricks:

 

Maxscript command List.

1st Semester Photoshop Class: Production from the 1st year CWNU Design Students.

I’m in charge of 디지털 일러스트레이션 ( Digital Illustration Class) on Photoshop and Illustrator for the first year grade students at ChangWon National University (CWNU). We’ve now finished the first part of the semester on PS and this is a little showing of the students homeworks:

This is one of the weekly homework.

Based on the Peugeot « Urban Crossover Concept » from Giovanni Rizzo and also based on shading technique found on the great Design channel of Scott Robertson, the students have learned how to work with Layer Masking, as well as the Path tools. They’ve tried to recreate shape rendering, through Color, Shadows and Highlight (group organized layers setup aside for preserving a tweak-able render).

 

2014_04_01_top3

Cheers to 김지혜, 이수연, 박윤아. Good Job

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