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 FullHD here:

Publicités

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.

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.

(New tools will come soon aside of this first product.)

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 in those issue, their is one that have kick my head for a long time. And now as I’ve fixed it, i must share it.

Keep in mind that, this nDo Project was made in 8 Bit. Not in 16 Bit, that could explain those errors by loading an 8 bit file into a 16 bit project…Ughhh)

So here you could see 2 different maps that I’ve imported into the nDo PSD file project. You may not see any difference, but there is.

One was made by overlaying independently an 8Bit & a 16Bit NormalMap baked into Modo using the simple BakingUI Script on a simple mesh. Notice that I’m using a Cage MorphMap during the baking to prevent any RayTracing missed error.

16&amp;8_Bit_NM_FromModo_in_nDo_Compared
As you might see here with a magnified view in the 3Do viewer, there is some weird Artefact that appear on the 8 Bit instead of in the 16 Bit.

Even if we are working in 8 Bit in that nDo Project, flat areas in the model got too many artifact and that’s really annoying. especially for HardSurface Model.

8Bit_Baked_NormalMap_From_Modo

8Bit Baked Normalmap (Yes Artifact and not Artefact ;^)

16Bit_Baked_NormalMap_From_Modo

16Bit Baked Normalmap (Yes Artifact and not Artefact ;^)

So, to conclude:

Take in mind, that you Should Bake all your Normalmaps in 16 Bit ANYTIME (PNG or TIF file format), even if you want to produce 8 Bit Normalmap at the end of you process.

Artefact_8Bit_16Bit_SetupModoBake

Clic here to view larger image

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.

Lire la suite

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

Enhanced PipelineIO_Menu by Smoluck for Ariel Chai

Extended PipelineIO Menu for Modo 701/801

I’ve made a « tweaked form menu » for the PipelineIO (InOut) from Ariel Chai scipt suite. For more information about that script and that tweaked form you should go to the TF community forum.

Thanks Ariel

Thanks Ariel

 

Before installing this form, you should create a new directory « TEMP_OBJ » in order to export you resulting meshes to your C:\TEMP_OBJ\.

(if you’re on a mac, edit the cfg and define the output directory you want & save it)

This enhanced Menu is composed with many combination for exporting your meshes. You will export the mesh named with some suffix related to the way you’ve exported them. It export files as OBJ or FBX.

Final_OBJ_BVSTM.OBJ will got those settings:

  • B_UVBorder (Sets “HardEdges” selection set to selected UVmap borders. (used for vertex normals) Edges in “SoftEdges” selection set wion’t be effected.)
  • V_UseVertexNormal (Uses selection set « HardEdges » to split vertex normals, for custom .obj format.)
  • S_SplitHardEdge (Splits “HardEdges” selection set on the geometry.)
  • T_Triangulate (Triangulates mesh – since it randomizes vertex order, exporting cages should be used with the PP tag.)
  • M_MorphmapExplode (Apply Morphmap named “Explode”)

ExtendedPipelineIO_Menu