A journey comes to an end, while a new one arises.

Hi everyone. It’s been a rich journey to be part of the team at MetaVu Co., Ltd. [also known as Extriple] over the last 7 years, but it’s time for me to say goodbye 👋 . The experience was full of tremendous amount of meet-up, workshops and products innovations. We’ve grown from around 12 to... Lire la Suite →

DyneRR Update 1.72

DyneRR Update 1.72 Fixed the Aspect ratio bug if you were using a ratio of 1.5 for the render  (1920 x 1280 pix). So now you can use any resolution you want. Fixed a Bug in the Render Margin that was not updating the RenderRegion in Vertical values. Discounted by 20% here New tutorial in... Lire la Suite →

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... Lire la Suite →

DyneRR – Dynamic RenderRegion for Modo – Released

Hi everyone. Here is an assembly that may speed up your rendering with ease and with affordability. Available on my Gumroad page. https://vimeo.com/239423446 (New tools will come soon aside of this first product.) --------------------------------> UPDATE 1.5 <-------------------------------- Even more simple to connect the nodes. Camera to DyneRR with only one Node now (Thanks to Simon... Lire la Suite →

About the Decisive Importance of Baking 16 Bit Normal Map in Modo when working with Quixel Suite or for any PBR oriented Workflow

So I've dig a bit more on the workflow to make good PBR ready Assets to be used in Unity or any tool as MarmosetToolbag. QuixelSuite 2 have came out since a few days at that time. As far as i remember, I've got plenty of bugs and issue trying to use correctly Normalmap. and... Lire la Suite →

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