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Old 06-29-2007, 11:55 PM   #21
RogerKnightly
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Quote:
Originally Posted by Webscriptz
Wanted to know if we're painting displacement in tangent space?
It seems less destructive and preety well behaved overall imho
Object space

Quote:
Originally Posted by Jamchild
Rotation and scaling of objects will rotate and scale displacement (note this only applies in object selection mode).
Tangent space would allow for editing on a subobject level, If you've ever done normal mapping it'll be easier to understand
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Old 06-30-2007, 12:19 AM   #22
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Quote:
Rotation and scaling of objects will rotate and scale displacement (note this only applies in object selection mode)
Excellent! I'll eagerly look forward to true tangent space painting, but for now, this certainly helps.
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Old 06-30-2007, 07:21 AM   #23
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Great! Thx you. Will test as soon I've got some time left...
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Old 06-30-2007, 07:24 AM   #24
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how can i use "object display mode" key?

pre-version could change use "0" but i can't find the way in new beta.
can i replace "orthographic view" as "change object display mode?"

Last edited by macreal; 06-30-2007 at 07:37 AM.
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Old 06-30-2007, 07:29 AM   #25
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One thing came up shortly after starting it (I dont know if this is the "only works in object mode" part but I thought I post it anyway:

I createt a mesh. Then I did some displacment painting.

After that I tried to rotated the model: This worked as it should.

BUT: After the rotation I tried to edit the mesh some more (vertex/face editing): Boom the mesh is messed up agian as in the versions before...
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Old 06-30-2007, 07:33 AM   #26
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before releasing i would add a tag in the files to specify if the displacement is stored in tangent in object space.
That way old sib/sia files will always stay compatible once you release the tangent space version. Anyway i would not be chocked if the files made during beta testing become unreadable, since it's a beta.
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Old 06-30-2007, 07:37 AM   #27
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Thanks, you guys.

Intel Centrino graphics layering problems remain - imagine you have your thoughts about it.

I've put a new picture in the bug report, just to show how it is.

All support to your putting a release stage together, even so.

Kind regards,
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Old 06-30-2007, 11:02 AM   #28
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refine subdivision trashes uv's

are You actually planning on fixing this? How do we get a half million poly mesh with uv's out of silo and render it with a texture?
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Old 06-30-2007, 03:26 PM   #29
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Feed&Jamchild

never mind...that was silly..

thanx..

Last edited by VisualKing; 06-30-2007 at 03:42 PM.
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Old 06-30-2007, 03:34 PM   #30
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Quote:
Originally Posted by VisualKing
Can you guys send me my 2.0 code? I have written you a private message. I never got my 2.0 key for this 10c beta.

thanx..
No code required. Read the first post.
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Old 06-30-2007, 03:41 PM   #31
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haha yup

Quote:
Originally Posted by private
No code required. Read the first post.
I guess now you know how long it has been since I was around...I should of clicked NO for code before posted..
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Old 06-30-2007, 03:42 PM   #32
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hey NC

I am excited about the new website. I hope you will put it up soon.
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Old 06-30-2007, 05:54 PM   #33
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Exclamation

Quote:
Originally Posted by 3dEE
this bug introduced after 8b, still present ....

after MATERIALS > CREATE UV PROXY you get into 3view: persp, uv3d and uv2d
if you press space on any of the 3 views you get thrown into the default 4view setup!


Slide does not work on 'SplitLoop' when in multiselection mode (select an edge). if you are in edge selection mode it works; in face selection mode it works; and in multiselection mode if selecting faces it works

Yes, I got that as well - also, on Vista, when I attempt to drag off the general options panel from the right dock, the software hangs (and half the system as well) - I have to kill the process .

I believe I reported this before...

-Will
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Old 06-30-2007, 10:13 PM   #34
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great work, looking forward to the rel and key to get into some real work
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Old 07-01-2007, 12:00 AM   #35
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Looking better and better chaps. Keep it up.
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Old 07-01-2007, 12:58 AM   #36
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Quote:
Originally Posted by lovisx
how is it possible to get a useful export of an iso surface? I'm behind the times on this.
You mean export and retain the subdivision levels? Silo doesn't have displacement maps at the moment so there isn't really an easy way to do this. If you have zbrush you can export your full resolution mesh, and do reconstruct subdivision a bunch and then export a displacement map.

Other than that, you could take it into another program that can bake displacement.

Hopefully there will be improvements to retain subdivision info later, but for the moment it's really not supported.
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Old 07-01-2007, 01:46 AM   #37
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Quote:
we still want to tweak a few things like adding the option to export the iso surface without having to refine the control mesh.
I assume Jamchild was not talking about a displacement map export here? I think he's hinting at something like janamatics xsilo plugin. Which would mean they would have to write a different export for each package they want to export to.
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Old 07-01-2007, 09:05 AM   #38
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* little gui bug
i still have a problem of editor never showing.
Now it's the brush editor that never shows. I am sure that recreating silodata.sip will fix it...
Maybe the editor id got confused with another one (like material editor) ?

* About silo and displacement :
Mudbox doesn't go so highlevel without the help of streaming / unloading parts of the mesh.
By the way its brush starts to jiggle before silo 2 while using high polycounts !
In silo there is a delay AFTER the stroke is released, which far better...
Zbrush 3 is still unbeatable for high level smoothness, but version 3 is soooo buggy it's really a waste of time in production. Sub tools loosing their transfroms on export, no way to export 14 millions poly mesh normal maps (even displacement export crashing), subtools indexing get mixed up... Beta testers told me that the beta was far more stable .
Then it's a huge waste of time to export 10 refined mesh body parts reconstruct subd in ZB2 to generate proper maps...

Finally , i am thinking the best combo is to keep the polycount under 2 millions for a whole body's volume an go in bodypaint to paint micropore details on a separate bump maps, and gain full layered control of specularity and all shading parameters.
And for the first task silo2 is as good as zbrush 3 or mudbox (for the 2nd task bodypaint is unbeatable).
But with the advantage of integrated modeling/retopo/uv tools.

If only we could sculpt in pose we would use it in production for displacement sculpting !

* Alpha brushes

I think silo installer should install some good alpha brushes samples
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Last edited by janimatic; 07-01-2007 at 09:19 AM.
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Old 07-01-2007, 09:26 AM   #39
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Christmas in July or August my money is on August with the big show down south. Looking forward to switching over and then listen to everybody ask how did I get faster then I can say go check out Silo 2 you won't be disappointed. Thanks I am really looking forward to opening my Xmas present. I will miss 1.4 it has been one h_ _l of a ride.
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Old 07-01-2007, 10:26 AM   #40
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about this new version

Excellent!I like interface very much.Thanks for the icons at the left for selection and manipulation (move rotate etc);that the best for my workflow
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