Forum > Luxology > News & Announcements > (06-15-2007) UV Pack, Masking outputs and update goodness

Topic - (06-15-2007) UV Pack, Masking outputs and update goodness

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San Mateo
1978 posts
Have at ye modonauts!

modcast

UV Pack
Masked output. High goodness factor.

B

Message edited by BradPeebler on 6/15/2007 - 3:11 PM

6/15/2007 - 3:11 PM
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GoBrowns
rating: signal +2 signal 


18 posts
1st
6/15/2007 - 3:11 PM
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alvin_cgi
rating: signal +2 signal 

New Zealand
264 posts
Me 2!
6/15/2007 - 3:16 PM
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blitter
rating: signal +2 signal 


126 posts
3 !
6/15/2007 - 3:17 PM
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Trurl1
rating: signal +2 signal 

Hungary
82 posts
4 :)
Thanks Brad.
6/15/2007 - 3:20 PM
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zardrose
rating: signal +2 signal 


105 posts
5

Message edited by zardrose on 6/15/2007 - 3:27 PM

6/15/2007 - 3:26 PM
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Andusan
rating: signal +1 signal 

Netherlands
3626 posts
`6..7...8...?

Greetings!

Corien Klapwijk

6/15/2007 - 3:30 PM
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Singularity
rating: signal +1 signal 


2958 posts
So thats how it's done, eh.
Post what you want around mid-day friday.
6/15/2007 - 3:31 PM
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DaBo
rating: signal 0  

Leipzig, Germany
357 posts
thnx brad!

The PACK UV function look similiar to the pack uv function from 3dsMax. Whatever, nice to have! A function which could Pack the UV and also Scale the UV Island/Pieces right would be great (if that would be possible someway).

regards.
6/15/2007 - 3:34 PM
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Jose Vergara
rating: signal 0  

Madrid, SPAIN
400 posts
Downloading... Thanks BRad

[Spanish Modo weblog]
http://www.mododigital.info

6/15/2007 - 3:34 PM
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3dtodd
rating: signal 0  

Santa Monica, CA. USA
1419 posts
Firstly, I must say these are another set of awesome videos. Imagine how much easier compositing will be with the ease and power of Output Render Masks. And the UV Pack? Wowsers.

Quote from DaBo :
thnx brad! A function which could Pack the UV and also Scale the UV Island/Pieces right would be great (if that would be possible someway).


I'd say that UV Pack comes pretty close to that already, wouldn't you say? It clearly scales the UV's properly, since as the video shows, the texture's squares were all the same size. That feature alone saves you God knows how much time in mapping UV's for texturing, yes?

Message edited by 3dtodd on 6/15/2007 - 4:10 PM

6/15/2007 - 4:06 PM
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eingersoll
rating: signal 0  

belmont, ma
132 posts
Those render outputs look great, especialy with masks!
Now, as you were poking around in the shader tree, I noticed that the referenced items had 'base shader' layers included. How does that all work out? Say I have an object like a coffee press, and I've applied a separate shader to the glass material, forcing the shading rate down to .1 or something to get rid of aliasing behind the transparency. Then I bring that object in as a reference. Which shader rules? The shader in the reference group, the main scene base shader, do I have to drag my glass shader out of its group and up above the rest of the tree?
BTW, if it weren't such a powerful system, I wouldn't be trying so hard to break it... :-)
Evan

http://angstrom3d.com

6/15/2007 - 4:17 PM
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Nigel Baker
rating: signal 0  

Dublin, Ireland.
610 posts
Thanks Brad and all the gang.
Once again another great fulfillment… really appreciated.


Regards,
Nigel.
6/15/2007 - 4:23 PM
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Vancouver, BC
330 posts
check out this download speed...

656 KB/sec
6/15/2007 - 4:26 PM
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Eric Williams
rating: signal 0  


489 posts
front page :P

http://www.ericwilliamscg.com/
http://www.youtube.com/new2lw

Message edited by Eric Williams on 6/15/2007 - 4:39 PM

6/15/2007 - 4:39 PM
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Jason Rayment
rating: signal 0  

London, UK
118 posts
Cool vids Brad! keep up the good work, and might i just add what a wonderfull company Luxology is, gets me every time i pop by and visit!

Bless ALL your cotton socks :'o)

It's the taking part that counts!

6/15/2007 - 6:06 PM
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WoodyLWG
rating: signal 0  

Professor of Modonautics
256 posts
Holy Outputs! This is so easy, I can't believe it. Great work on this stuff gang, just great.

I'm off to start working on a haiku for dynamic simulations for Archie...

Semper Fidelis, Charles T. Woods

6/15/2007 - 6:23 PM
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RazorX
rating: signal 0  

San Antonio, TX
2022 posts
So THATS why the outputs are items in the render tree:) I knew something cool was up with that and them not being check boxes.
6/15/2007 - 6:40 PM
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oldboy
rating: signal 0  

Cape Town
20 posts
Thanks Brad but if I might say.. I think you said zaz too many times.. you really should rethink the zazness of zaz!
6/15/2007 - 7:44 PM
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San Mateo
1978 posts
That might be why we punted "zazz" altogether!

We do laugh when we say zazz btw.

BP
6/15/2007 - 8:36 PM
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Kevin Olson
rating: signal 0  


898 posts
Hey Brad, nice Friday update.. 301 will be amazing. Regarding Imagesynth... the new UB for CS3 isnt working. Are you guys looking into this?
6/15/2007 - 8:48 PM
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amahler
rating: signal 0  

Sweet Briar, Va
31 posts

Did I mis-hear Brad or did he say the Shoe tutorial was going to be free next week?

- Aaron
6/15/2007 - 9:02 PM
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Montana
2853 posts
So this makes me like 23 or something lol.
Great Modcast and videos Brad!

The difference between the
possible and the impossible lies
in a person's determination.

6/15/2007 - 9:31 PM
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Darmstadt
1765 posts
24! (or something)

Feature request format request: setting the bar low

I wanted to render a room
that was moody and shrouded in gloom
for my image in need
for your help I must plead:
modo let there be lights with volume

Message edited by Arnie Cachelin on 6/15/2007 - 11:40 PM

6/15/2007 - 11:39 PM
[ Quote ]
BazC
rating: signal 0  

Cambridgeshire, UK.
5549 posts
Quote from Arnie Cachelin :
24! (or something)

Feature request format request: setting the bar low

I wanted to render a room
that was moody and shrouded in gloom
for my image in need
for your help I must plead:
modo let there be lights with volume



Oooo, now that's started the rumour mill turning!

So volumetric lights are coming? ;)

OS10.6.4 Dual 2.66GHz Dual-Core Intel Xeon Mac Pro, 5gb RAM, GeForce 8800GT

6/16/2007 - 12:05 AM
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