Material presets aren't working for me. When I add a preset to a material (selecting material via color mode in ddo) it adds it too the whole mesh, instead of just the masked area. Anyone having this issue? Im using 3ds max.
+ is there a workaround for seams? Let´s say you have a grip from a pistol with 2 UV chunks (and a good normal map + AO without any visible seams). dDO will create seams.
My Workaround was another UV Layout, If you have a seem on a Border its harder to see. Yeah offset Erros with Presets... use single Materials until its fixed
The bugs related to zipping have been tracked down and killed -- thanks Pynion and C86G for reporting! Elod.H: Although the beta is over we're looking into resetting the trial on a global scale, seeing as the new release of dDo introduces such fundamental improvements.
On this note, I'm absolutely stoked to announce dDo 5.0: besides an insanse amount of improvements, we've teamed up with the awesome Marmoset Co to bring you full dDo + Marmoset Skyshop integration:
dDo is now also faster than ever before -- previewer texture loading alone is 1000% quicker. A few real-time shots grabbed straight from dDo Marmoset:
Umm. I purchased dDO last Christmas. Had 4.7 installed. It was registered, then installed 5.0 from pop up window. Now it says that Open beta 0 days of 45 remaining?
The benefits are more options and features in the 3Do preview renderer which include a really nice physically based shader (Although to what degree its physically based, I am not sure, and I would like some specifics about the shader) with an image based lighting system.
It's built in, so you're not using marmoset toolbag with it, but the preview just has marmoset technology built into it now.
Although the beta is over we're looking into resetting the trial on a global scale, seeing as the new release of dDo introduces such fundamental improvements.
- Teddy
Trying out dDo for the first time with the new Marm update. In marmoset I always need to flip my green channel to get my normals to display correctly. They have a check box for this in Marm proper but dDo dose not. I really dont want to have to manually flip my textures normal, would love just a tick box
Since I got the update I have noticed Ddo is hanging as a process in the background long after closing it and using a fair about of RAM. Just though I would report it here.
This is the first I've heard of this tool and I can't really say how I feel about a computer algorithm doing my art for me. I've always been very hands on and this just seems like cutting corners to me. Regardless, it is still interesting just nothing I would consider using.
Thank you all for the great reports! I'll have a new release ready tonight hopefully addressing all of it.
Jonas Ronnegard: Try moving your installation folder to / and let me know if this helps. The dead-lock could be due to UAC restrictions.
Autocon: In Edit>Preferences, go to Normal Swizzle and check Flip Y. This ensures your normal will be flipped on import (and flipped back again on export, if this additional option is checked). If you want to flip the normal in an already generated project, simply look up the "Normal map" layer in the "Normal" group of your PSD, invert the G channel, and you will be good to go. Note: there's a bug in 5.0 where diffuse/spec/gloss maps can get flipped when exported manually -- this has been fixed in the upcoming build.
Computron: With a little bit of luck, the trial will be reset as of next release.
Also, for those experiencing an unusual amount of crashes, try uninstalling before installing the new version -- some users have reported file conflicts being the cause the crash. This is fixed with the upcoming installer.
Autocon: In Edit>Preferences, go to Normal Swizzle and check Flip Y. This ensures your normal will be flipped on import (and flipped back again on export, if this additional option is checked). If you want to flip the normal in an already generated project, simply look up the "Normal map" layer in the "Normal" group of your PSD, invert the G channel, and you will be good to go. Note: there's a bug in 5.0 where diffuse/spec/gloss maps can get flipped when exported manually -- this has been fixed in the upcoming build.
Sweet thanks for the info! Tried just hitting the check mark when I found that and it did nothing. Will flip the green in the normal map on the layer.
There is now a new stability upgrade addressing hopefully all reports -- thanks again everyone for posting your findings! The improvements include:
Fixed bug where dDo would hang around in the process list after being closed - Thanks to mats effect
Fixed bug where all maps would get channels flipped on export, and not just normals - Props to Autocon
Fixed zipping bug where zip/unzip would break if gloss, bump and normal had not been generated in the project
Fixed bug where previewer would maximize on primary screen, but previewer window frame would maximize on secondary screen - Thank you Irreal
Fixed SetLayer error when generating projects with resolutions below 2K
Fixed issue where previewer would sometimes not update textures on launch, and added option for toggling texture force-loading on launch - Thanks again Irreal
Made sure installer cleans all directories to avoid run-time conflicts (custom presets and details remain intact though)
Added normal bump support for texture presentation
Added option for disabling auto-hiding of base material colors when loading custom diffuse, specular and gloss maps
Added feature for auto-toggling UV off when exporting maps or working with the previewer
Updated Maya tool for quickly assigning dDo material IDs (found in .../dDo/swatches/materialList.mel) - Courtesy of Bartalon
awesome update. 5.0 finally got me to try this out. im loving it. quick question though. when making environment details, after creating a detail is it possible to go back to the module editor and edit that detail? or do you just have do delete it and do it again. Ive noticed quite a few times that my details look great when im tweaking them in the preview mode, but when applied they dont look the same.
can't install 5.1, I'm on 5.0
Error opening file for writing:
c:/........\acid.png
click abort to stop installation
----
If I ignore it goes on to the next .png and so on and so forth.
Make sure you've closed dDo and that it's not running in the background as a process. Had the same thing happened to me, but it got resolved as soon as I shut down the process. The latest version resolves the issue with dDo sticking around as a background process.
Hey everyone! This is a cross-post from Tech Talk in case some of you don't browse there. First and foremost, my thanks go out to Teddy Bergsman for offering to feature my tool in his software! Thanks to everyone else for all your feedback with helping me develop this tool! I've managed to get a lot of the kinks worked out and should be generally more compatible now.
To reach as many versions of Maya possible, I have divided the tool into two versions.
Help menu updated and added version information.
Objects should remain selected when generating checker materials.
When applying the checker pattern with the Quick Checker material, the active viewport now automatically enables texture rendering to display the checker pattern.
Added a new option under the Cleanup menu: Clear Unconnected Nodes.
New hotkey option: Focus Material. Automatically takes you to the selected object's material in the Attribute Editor.
Maya 2013 and newer
Objects left with no shading groups after deleting materials should be automatically selected and assigned lambert1 to avoid see-through meshes.
Maya 2012 and older
This version is confirmed to work with both Maya 2012 and 2011. Earlier versions may or may not be compatible.
This version is limited to the floating window.
The Assign/Delete Material Channels section of the tool (seen at the bottom of the image above) is currently not supported.
The Focus Material hotkey sometimes needs to be pressed twice to display the material.
There have been instances of erroneous sourcing even after updating. Ensure the old materialList.mel is not in the Scripts directory. If sourcing errors still occur, you may have to delete your userPrefs.mel file from your Prefs directory. (Sorry for any inconveniences this causes!)
Help menu may not appear on the initial load. Refreshing the window should fix this.
Clear Unused Nodes only removes Utility nodes if they are connected to a Texture node.
2013
The docked window may sometimes stop updating. Switch between floating and docked to fix. In the event this issue is not resolved, the floating window will always work.
Floating window position resets if switched to and from docked mode.
2012
Superfluous error messages when performing certain commands. Tool should still work as advertised.
Deleting materials leaves Texture and Utility nodes behind. Use the new Clear Unused Nodes menu option to keep your scene tidy.
Hey everyone! This is a cross-post from Tech Talk in case some of you don't browse there. First and foremost, my thanks go out to Teddy Bergsman for offering to feature my tool in his software! Thanks to everyone else for all your feedback with helping me develop this tool! I've managed to get a lot of the kinks worked out and should be generally more compatible now.
Replies
edit:
triangulated my mesh and re imported and now shows fine:) BONZA!
+ is there a workaround for seams? Let´s say you have a grip from a pistol with 2 UV chunks (and a good normal map + AO without any visible seams). dDO will create seams.
Is there going to be another beta period for dDo?
On this note, I'm absolutely stoked to announce dDo 5.0: besides an insanse amount of improvements, we've teamed up with the awesome Marmoset Co to bring you full dDo + Marmoset Skyshop integration:
dDo is now also faster than ever before -- previewer texture loading alone is 1000% quicker. A few real-time shots grabbed straight from dDo Marmoset:
Can't wait to see what you do with this
GET DDO 5.0 HERE
- Teddy
Please dont sell it to autodesk or adobe :P
EDIT: Full version install fixed this!
I've never used Marmoset before.
It's built in, so you're not using marmoset toolbag with it, but the preview just has marmoset technology built into it now.
Please reset the trial period soon!
Any update on if/when this will happen?
E: Ah, unchecking them in the export menu does just that..
E: Maybe not
Winner Thanks
Where is this?
My brain has left me it seems :P
On CS5 extended I get an error when creating maps. Something about the "select" function not being available.
I full screened the skyshop preview window on my second monitor and it jumped to my first with no way of collapsing or resizeing the window.
I can't resize the preview window at all so it's fullscreen all the time.
A lot of the time the preview doesn't seem to update with my changes.
I still get the dDo windows dissapearing randomly even when working directly with it.
As mats effect said I also get the dDo process hanging around in the background.
I get to the licence and try screen, continue, photoshop starts up but nothing more,
the icon is in the start field and its running a small window that I can't get to
any ideas? im running cs5
If that does not help, open PS before dDo.
The refresh icon
Jonas Ronnegard: Try moving your installation folder to / and let me know if this helps. The dead-lock could be due to UAC restrictions.
Autocon: In Edit>Preferences, go to Normal Swizzle and check Flip Y. This ensures your normal will be flipped on import (and flipped back again on export, if this additional option is checked). If you want to flip the normal in an already generated project, simply look up the "Normal map" layer in the "Normal" group of your PSD, invert the G channel, and you will be good to go. Note: there's a bug in 5.0 where diffuse/spec/gloss maps can get flipped when exported manually -- this has been fixed in the upcoming build.
Computron: With a little bit of luck, the trial will be reset as of next release.
Also, for those experiencing an unusual amount of crashes, try uninstalling before installing the new version -- some users have reported file conflicts being the cause the crash. This is fixed with the upcoming installer.
Thanks again!
- Teddy
That totally fixed it , and thank you for the good service, helping me in
2 forums in one day haha.
Sweet thanks for the info! Tried just hitting the check mark when I found that and it did nothing. Will flip the green in the normal map on the layer.
GET THE UPGRADE HERE
Next update will be more features than fixes, promise
- Teddy
Error opening file for writing:
c:/........\acid.png
click abort to stop installation
----
If I ignore it goes on to the next .png and so on and so forth.
Make sure you've closed dDo and that it's not running in the background as a process. Had the same thing happened to me, but it got resolved as soon as I shut down the process. The latest version resolves the issue with dDo sticking around as a background process.
Hope this helps!
Feature suggestion: Being able to customize the mask as you preview a Detail, to avoid having a detail clump up in a specific region.
Workflow example:
Add Detail -> Enable Preview -> Preview Mask -> Paint values on mask and see detail result get updated -> Apply detail.
Is there a way to paint the mask generally (blobs) and have dDo populate that with the micro-detail? Like a pre-detail mask.
I tried reinstalling but it still shows 0 out of 45 days left. I'm running dDo x64 in Win 7.
Hey everyone! This is a cross-post from Tech Talk in case some of you don't browse there. First and foremost, my thanks go out to Teddy Bergsman for offering to feature my tool in his software! Thanks to everyone else for all your feedback with helping me develop this tool! I've managed to get a lot of the kinks worked out and should be generally more compatible now.
Here's a list of changes and known bugs:
Get the latest versions here:
Material List v1.2 for Maya 2013 and NEWER
Material List v0.9 for Maya 2012 and OLDER
Installation instructions are with your download. Enjoy!
That shouldn't be a problem. Working with a psb with dDo as I type this.
I now bake 16bit tiff out of xnormal.
Any way for dDo to keep a project in 16bit? I haven't seen any option for this.