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18 posts
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1st
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6/15/2007 - 3:11 PM
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New Zealand
264 posts
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Me 2!
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6/15/2007 - 3:16 PM
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126 posts
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3 !
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6/15/2007 - 3:17 PM
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Hungary
82 posts
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4 :) Thanks Brad.
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6/15/2007 - 3:20 PM
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105 posts
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5
Message edited by zardrose on 6/15/2007 - 3:27 PM
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6/15/2007 - 3:26 PM
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Netherlands
3626 posts
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`6..7...8...?
Greetings!
Corien Klapwijk
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6/15/2007 - 3:30 PM
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2958 posts
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So thats how it's done, eh. Post what you want around mid-day friday.
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6/15/2007 - 3:31 PM
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Leipzig, Germany
357 posts
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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.
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6/15/2007 - 3:34 PM
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Madrid, SPAIN
400 posts
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Downloading... Thanks BRad
[Spanish Modo weblog] http://www.mododigital.info
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6/15/2007 - 3:34 PM
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Santa Monica, CA. USA
1419 posts
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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
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6/15/2007 - 4:06 PM
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belmont, ma
132 posts
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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
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6/15/2007 - 4:17 PM
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Dublin, Ireland.
610 posts
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Thanks Brad and all the gang. Once again another great fulfillment… really appreciated.
Regards, Nigel.
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6/15/2007 - 4:23 PM
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Vancouver, BC
330 posts
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check out this download speed...
656 KB/sec
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6/15/2007 - 4:26 PM
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489 posts
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front page :P
http://www.ericwilliamscg.com/ http://www.youtube.com/new2lw
Message edited by Eric Williams on 6/15/2007 - 4:39 PM
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6/15/2007 - 4:39 PM
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London, UK
118 posts
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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!
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6/15/2007 - 6:06 PM
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Professor of Modonautics
256 posts
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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
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6/15/2007 - 6:23 PM
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San Antonio, TX
2022 posts
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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.
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6/15/2007 - 6:40 PM
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Cape Town
20 posts
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Thanks Brad but if I might say.. I think you said zaz too many times.. you really should rethink the zazness of zaz!
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6/15/2007 - 7:44 PM
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San Mateo
1978 posts
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That might be why we punted "zazz" altogether!
We do laugh when we say zazz btw.
BP
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6/15/2007 - 8:36 PM
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898 posts
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Hey Brad, nice Friday update.. 301 will be amazing. Regarding Imagesynth... the new UB for CS3 isnt working. Are you guys looking into this?
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6/15/2007 - 8:48 PM
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Sweet Briar, Va
31 posts
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Did I mis-hear Brad or did he say the Shoe tutorial was going to be free next week?
- Aaron
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6/15/2007 - 9:02 PM
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Montana
2853 posts
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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.
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6/15/2007 - 9:31 PM
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Darmstadt
1765 posts
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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
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6/15/2007 - 11:39 PM
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Cambridgeshire, UK.
5549 posts
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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
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6/16/2007 - 12:05 AM
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