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.

c1e70929e10824273ff29e8c58da1753

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

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&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

Launching my CG Channel VideoStream via Twitch TV.

Working on common tools: ZBrush, Modo, PS, AI, Marmoset, Substance, dDo.

TwitchTV Channel