What do you think of this new tool (assembly) that lets you Straighten a Source Photograph using curves as guide ?
Much better than Perspective Warp in Photoshop, as the line are well….Curves
Best regards, Franck.
DyneRR Update 1.72
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.
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.
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
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.
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.
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.
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.
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.
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.