v3 dev update

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Re: v3 dev update

Postby insanitywolf » Mon Nov 02, 2015 11:19 am

insanitywolf Mon Nov 02, 2015 11:19 am
can't wait.

any infos about using cinema4d Cameras for projectionmapping?
Same question for nuke ;)
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Re: v3 dev update

Postby sethRichardson » Mon Nov 02, 2015 3:00 pm

sethRichardson Mon Nov 02, 2015 3:00 pm
Yambo wrote:Round edges? this is super important for some people ! Hope you׳ll address it in the upcoming v3.


Yup its the only thing preventing me from using it on our product renders here. Don't have time to go re-topo a ton of cad or add a ton of geo with fillets. The meshes are already very dense.

Broken feature hope it gets attention sooner than later.

Other than that 3.0 looks amazing good work guys.
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Re: v3 dev update

Postby Rikk The Gaijin » Tue Nov 03, 2015 10:10 am

Rikk The Gaijin Tue Nov 03, 2015 10:10 am
Good news indeed.
I'm just disappointed to see nobody has taken care of the UI/Gizmo/Manipulator issue a lot of people are asking since v1.
It's something that would help TREMENDOUSLY when you use the standalone, reducing the need to apply changes in a third party application.
Please, PLEASE add those manipulators for move/rotate/scale, an option to switch between local/global rotation pivot, and the possibility to detach the render window for people with two or more screens.

Thanks you.
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Re: v3 dev update

Postby Dmi3ryd » Tue Nov 03, 2015 1:05 pm

Dmi3ryd Tue Nov 03, 2015 1:05 pm
I'm just disappointed to see nobody has taken care of the UI/Gizmo/Manipulator issue a lot of people are asking since v1.
+1
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Re: v3 dev update

Postby Elvissuperstar007 » Tue Nov 03, 2015 4:29 pm

Elvissuperstar007 Tue Nov 03, 2015 4:29 pm
Rikk The Gaijin wrote:Good news indeed.
I'm just disappointed to see nobody has taken care of the UI/Gizmo/Manipulator issue a lot of people are asking since v1.
It's something that would help TREMENDOUSLY when you use the standalone, reducing the need to apply changes in a third party application.
Please, PLEASE add those manipulators for move/rotate/scale, an option to switch between local/global rotation pivot, and the possibility to detach the render window for people with two or more screens.

Thanks you.

+1
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Re: v3 dev update

Postby FrankPooleFloating » Tue Nov 03, 2015 4:58 pm

FrankPooleFloating Tue Nov 03, 2015 4:58 pm
- Adding functionality that makes rendering more robust tries to recover failed GPUs or slaves.
- Adding the support of save+resume of renderings.
- Adding advanced texture baking, like light fields.
- Introducing "specialized kernels" to remove the 2GB limit we currently have for geometry primitives.
- OSL
- OpenCL
- Various other stuff like object handles to translate/rotate/scale instances...

I was reading that as objects in general, including instances... Gotta be for objs too, right?
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Re: v3 dev update

Postby RobSteady » Sat Nov 07, 2015 8:34 pm

RobSteady Sat Nov 07, 2015 8:34 pm
Abstrax, no statement towards plugin development?
(See my post earlier)
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Re: v3 dev update

Postby Goldorak » Sat Nov 07, 2015 9:19 pm

Goldorak Sat Nov 07, 2015 9:19 pm
RobSteady wrote:Abstrax, no statement towards plugin development?
(See my post earlier)


Regarding the specific point you brought up, there is a dedicated dev working on material conversion full time:

viewtopic.php?p=253508#p253508
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Re: v3 dev update

Postby RobSteady » Sun Nov 08, 2015 8:33 am

RobSteady Sun Nov 08, 2015 8:33 am
Goldorak wrote:Regarding the specific point you brought up, there is a dedicated dev working on material conversion full time:
viewtopic.php?p=253508#p253508


Yes, I know and this is great.
But JimStar will not get any support for the general plugin development?
So there will always be one guy responsible for at least three plugin versions (3ds Max, Blender, Maya)?
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Re: v3 dev update

Postby Elvissuperstar007 » Mon Nov 09, 2015 8:06 am

Elvissuperstar007 Mon Nov 09, 2015 8:06 am
Goldorak wrote:
RobSteady wrote:Abstrax, no statement towards plugin development?
(See my post earlier)


Regarding the specific point you brought up, there is a dedicated dev working on material conversion full time:

viewtopic.php?p=253508#p253508


JimStar He wrote that he still did not provide a license vray

Re: OctaneRender® for 3ds max® v2.24.2 - 2.10 [TEST]
I delete here anything regarding "internal convertor" that has been already discussed and explained in early 2.X threads.
Regarding Vray convertor: you still need to wait before I will get the possibility to improve it. Karba was supplied by Vray license by Otoy, but I still have not been supplied by Vray license, I still don't have it. I asked many times about it. So, I can't develop anything related to Vray for 3ds Max at the time.
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