RVN: Your persistence is impressive! Thank you for the detailed break down on your solution and REALLY sorry you had to endure this, no one deserves that level of pain. Also, I really appreciate your help in this thread. Thank you!
- Teddy
You swedes should know us finns. We just can't stop, once we start
So no probs. I was expecting a beta version anyway. Given that, your tool is just amazing. Together with Lightwave/Octane render.. simply, awesome.
No worries though, DDO will soon support automatic baking of a few different maps including gradients!
- Teddy
sweet ! so it's with these plugins that did make the gradient map, which i did figured out not long ago after studying the example you did posted on wiki X3 however, i'm still not yet figured out about the preview problem with 3do especially with maps i created with ddo because it keep showing that red interrogation thing and even when i use reimport meshes, it still refuse to show up the textures... i probably missed something the cross-app don't work for me for the moment so, i'm expecting for next update
Wow, quick response for everyone. Considering that you're probably a really small team working on this great tool it's really impressive and very professional! Thank you, knowing your past versions of nDo I have no doubt that once updated and fixed the Suite will be a great standard for everyone.
I can't seem to find any information on what versions of Photoshop this is compatible with. We're using CS4 and I'm curious if that has anything to do with the Suite not loading correctly. Putting the permissions to admin don't solve anything for us.
hey guys sorry if this was answered previously, but just wondering how can i get rid of these funky shading errors on my model in 3Do?
used the standard obj export options out of max as well as trying a few different bake options. also tried having exported my model with multiple smoothing groups and with 1 applied but no luck still...
edit: i'm also using Suite with CS3 if that makes any difference
bluekangaroo, my question may relate to yours. (have you tried inverting the green channel of your normal map?)
Is there a way to change the Y swizzle for the normal map display within 3do? I've had to do it manually. Checking it in dDo doesn't seem to affect 3do's display.
bluekangaroo, my question may relate to yours. (have you tried inverting the green channel of your normal map?)
Is there a way to change the Y swizzle for the normal map display within 3do? I've had to do it manually. Checking it in dDo doesn't seem to affect 3do's display.
ah yep that did the trick! yeah I tried changing the Y swizzle previously as well with no effect. Thanks mate
bluekangaroo, my question may relate to yours. (have you tried inverting the green channel of your normal map?)
Is there a way to change the Y swizzle for the normal map display within 3do? I've had to do it manually. Checking it in dDo doesn't seem to affect 3do's display.
I usually just make a second copy of the normal map with green channel inverted and call it, for example, "texture_normal_ddo.tga". That way I have the original they will be used in games etc., and the ddo version so that proper cavity, ao, etc. can be made.
I had a ton of fun playing with dDo for the first time. It's a very nice all in one tool.
I know this sounds crazy, but I was wondering if there's an option for map export compatible with the source engine, specifically the phong exponent/albdeto tint map.
I've been encountering this error when layering several materials on different parts of my model using the color IDs. It results in certain of the materials not appearing in 3Do. Running PS CS5.
Brygelsmack: It is indeed supposed to auto-update. This sounds like a bug with 3DO not updating -- let me know if the project itself is not getting any updates.
It's just a matter of refreshing myself, it's definitely something I can live with.
Another question: I added a smart material to my mesh, but only the Albedo got the material, not the Gloss, Normals and Spec. I added another one on top of it and it worked fine across all maps. Another bug maybe?
I solved it by adding it to each map, it's a bit of a workaround I guess but seems to work.
Edit: I tried saving a Preset since I want to use the same material on several objects, but I'm getting an error.
Can you add a check on mouse button release to see if the current item has actually had its value change before re-updating everything?
This gets quite tiresome especially when working with large files. I can't be the only one thats had this annoyance/time sink with the current beta and past releases?
Thank you guys for the fantastic support. You're already helping the tool shape up quite significantly; we're pushing hard to get this new update out ASAP.
SaboR1996, tajomaru & bfg900: Thank you! I still don't know what is up with the 3DO shift click on some systems: If you resave your color ID map in a different format than the one you are currently using and create a new project using the new map, does this have any effect at all? Hoping to get this fixed right away.
Hi,
I managed to assign a material using the material ID map but not in the 3DO window. I'm just thinking that maybe my material ID map has alpha channel and it was the problem.
You can load custom mesh by clicking the paragraph icon beside the X button and click on 3DO custom loader. Load the obj mesh and with the current doc open in NDO, press the chain icon on the left of Normal map to assign the current normal doc to the mesh.
Awesome, thanks for letting me know, worked quite well with the models I was testing out last night.
Can you add a check on mouse button release to see if the current item has actually had its value change before re-updating everything?
Perhaps even an option to halt updates temporarily? Like if you want to muck around with a fair few layers and you only want to see the result after all changes are made.
allaze-eroler: The textures not showing up could perhaps something to do with the filepath being misinterpreted -- perhaps there are unrecognized characters? Feel free to post the file path of the project and I'll see if we can rule out if this is the cause.
Zelfit: Not yet, but changing preview texture format is planned! So that textures can be previewed in higher quality in Toolbag 2 cross-app mode for instance. Besides automatic preview images, the exporter pipeline will also support exporting to any file format supported by PS (+ CryTiff eventually).
praetus: The suite is compatible with CS3-CC, standard and extended editions. It is being regularly tested on CS4 so this is likely not the cause unfortunately How does the start up behave for you and the team?
bluekangaroo, Joopson & snoop: Thank you for your reports! I can confirm Flip Y is not working anymore, really sorry about that. It has now been fixed and will be part of the update.
Lt_Commander: Spot on material definition Yes, this will be possible with the upcoming exporter. In fact, you can customize your own export presets for any engine.
hooblegooblin: Thanks! Finally been able to track this one down, killing it once and for all.
Brygelsmack: ooops. Would you mind linking me a zip of the project folder? Sorry about this.
oXYnary: Hm, this should be the default behavior, i.e. not updating if a value is unchanged. Does it do this for all sliders or anyone in particular? Will fix the broken ones right away.
Bek: This is in! Holding ALT while dragging any slider or clicking any button will freeze previewing entirely. Try it out! Will definitely allow for a faster workflow when working with more advanced projects.
allaze-eroler: The textures not showing up could perhaps something to do with the filepath being misinterpreted -- perhaps there are unrecognized characters? Feel free to post the file path of the project and I'll see if we can rule out if this is the cause.
Thanks again!
- Teddy
if it's that, then i know why : it was because the file patch dir is "E:\D#(NTFS 1)\Program Files (x86)\Pixologic\ZBrush 4R6\ZProjects\speed_sculpt_collection\batch\Maps\summer_2014" which it was from the lost data that i managed to recover after i did an error in transfert data. just after i changed these folder names, it worked perfectly fine now ! thx for pointing it out !
I tried all the options that are stated in this thread except for installing CC ( I don't think that's the problem) but I still can't get the suite to work on win7 64 bit, cs6 64 bit this is frustrating
I tried all the options that are stated in this thread except for installing CC ( I don't think that's the problem) but I still can't get the suite to work on win7 64 bit, cs6 64 bit this is frustrating
Application: SUITE.exe Framework Version: v4.0.30319 Description: The process was terminated due to an internal error in the .NET Runtime at IP 000007FEEFC69361 (000007FEEFAA0000) with exit code 80131506.
_______________________________________________________________________________________________________-
Application: NDO.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.Windows.Markup.XamlParseException Stack: at System.Windows.Markup.WpfXamlLoader.Load(System.Xaml.XamlReader, System.Xaml.IXamlObjectWriterFactory, Boolean, System.Object, System.Xaml.XamlObjectWriterSettings, System.Uri) at System.Windows.Markup.WpfXamlLoader.LoadBaml(System.Xaml.XamlReader, Boolean, System.Object, System.Xaml.Permissions.XamlAccessLevel, System.Uri) at System.Windows.Markup.XamlReader.LoadBaml(System.IO.Stream, System.Windows.Markup.ParserContext, System.Object, Boolean) at System.Windows.Application.LoadBamlStreamWithSyncInfo(System.IO.Stream, System.Windows.Markup.ParserContext) at System.Windows.Application.LoadComponent(System.Uri, Boolean) at System.Windows.Application.DoStartup() at System.Windows.Application.<.ctor>b__1(System.Object) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32) at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate) at System.Windows.Threading.DispatcherOperation.InvokeImpl() at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object) at System.Windows.Threading.DispatcherOperation.Invoke() at System.Windows.Threading.Dispatcher.ProcessQueue() at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef) at MS.Win32.HwndWrapper.WndProc(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef) at MS.Win32.HwndSubclass.DispatcherCallbackOperation(System.Object) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32) at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate) at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(System.Windows.Threading.DispatcherPriority, System.TimeSpan, System.Delegate, System.Object, Int32) at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr, Int32, IntPtr, IntPtr) at MS.Win32.UnsafeNativeMethods.DispatchMessage(System.Windows.Interop.MSG ByRef) at MS.Win32.UnsafeNativeMethods.DispatchMessage(System.Windows.Interop.MSG ByRef) at System.Windows.Threading.Dispatcher.PushFrameImpl(System.Windows.Threading.DispatcherFrame) at System.Windows.Application.RunInternal(System.Windows.Window) at System.Windows.Application.Run() at NDO.App.Main()
___________________________________________________________________________________________________________
I just reinstalled it again for the fourth time and I started the suite and it is asking me which photoshop version I want to use and I chose PS 64bit.
After that PS restarted to comply with the suite.
I pressed on the NDo/Ddo button and it flickered and right after that it crashed. Now it's asking me the same thing again.
Is there a way to access and modify the albedo link IDs after creating the base texture? After creating the base I'm not sure how to assign materials to specific parts of the model.
You can either hold C in 3do to view your colour map then shift + click on a colour to assign a material that way. Or you can assign a material to an id in the main dDo window by clicking the box on the right hand side of the material, which will open a drop-down menu with all your material id's.
But when I save the "[Group Folder]" as a smart material and then load it the following happens. It seems like only one material is saved for the other maps and not all, saves all for the Albedo map though.
Result
Albedo Map
[Material 1 Folder]
[Material 2 Folder]
Other Maps
[Material 1 Folder]
My expected result for all maps would be this:
[Group folder]
- [Material 1 Folder]
- [Material 2 Folder]
Okay i got the Quixel Suite to work with Adobe CC.
Stumbled upon another problem, on my left toolbar with the Quixel Suite open or any of its sub programs, i sometimes have to click multiple times before it will change the tool when its a floating panel.
Almost as if it gets pushed behind the draw order of the Quixel toolbar and clicking it brings it to the top and activates it, then clicking again to select the tool.
Anyone else in CC have this problem?
Actually it does it when the toolbar is docked as well.
So I am using quixel suite (in particular dDo) with adobe CS6. I have set my input maps and made a material that I am happy with. I am using 8k maps for my inputs. When I go to save all maps using the save all maps button, they only save as 4k jpg images in the preview folder of the working directory.
Is there a way to set your export options? I have looked on the wiki and cannot find anything. Also is there a way to change the file type from jpg?
I am trying to export my maps out of quixel suite (dDo) with photoshop cs6. My input maps are 8k, but when I click save all maps button the only files I can find that are generated are 4k jpg preview files within the working directory.
Is there an export options window hidden somewhere.
-Is it possible in 3DO to render out Pictures with Transparent Background?
-Can i add a Light Source in my 3DO Scene?
-Can i add another Mesh in my 3DO Scene?
Trouser we are working on the exporter at the moment, but you are in Photoshop still so for now just save as in your location needed. Sorry for the inconvenience, this is something we know is a big deal and want to sort it out for you guys asap.
@Gazu sorry right now there is no render with alpha or adding lights abilities with 3do but they are on our minds trust me hehe.
Whenever I apply a smart material/material it loads up everything fine, applies it on the diffuse, ao, specular, etc.... It also applies on my mesh in 3DO and I can see how the smart material affected the textures but for the love of god I cant seem to actually edit it because the automation hub ( I dont know what its called now ) is empty. Heres a picture showing what im talking about.
in my case, i'm looking to paint directly on the 3D model so i can create custom mask for example, making a striped style like tiger, if you see what i'm meaning
Don't know if ddo is even supposed to work with tiling textures. Either way i wanted to experiment with a tiling map from zbrush but that doesn't work. The normal map gets a 3-4 pixel wide seam around all edges every time (tiles perfect without ddo):
Whenever I made some strokes or box selections in NDO, sometimes it gets really inaccurate and says I'm putting the stroke or box or whatever in a completely different place and it becomes impossible to draw correctly in some areas. I guess I'll make a video later on if people don't know what I'm talking about.
The Suite hates me or am I doing everything wrong?
Trying to recreate process shown in "DDO & 3DO Workflow Primer" and almost every second step doesn't work for me. Here is a bunch of problems I encountered:
- While started from SUITE GUI, NDO doesn't start at all. SUITE crashes.
While started from executable, NDO starts, but doesn't draw its GUI. I can see boundaries of window if I press ALt+Space and when move it, thus it is there.
- Tried to reinstall the whole thing. Installer doesn't check if any of tools are currently running and failing to replace some files. Even though I ignored few errors(before remembering I haven't close invisible NDO), installer claimed everything was installed successfully.
- Creating new DDO project gave me PS warning - "embeded profile mismatch" (embedded - Dot Grain 20%, working - Gray Gamma 2.2). Not really a problem, but it pops up every time I creating new project... and I did it a lot, trying to catch elusive .OBJ problem.
- I think I know why some meshes don't load in 3DO. At least I was able to reproduce 3/3 successful and the same amount of failed mesh loads.
In max exporter there is checkbox called "relative numbers". Meshes with this thing enabled didn't load for me.
- Didn't found a way to specify project's name and path while saving project from DDO.
- Loading project in DDO doesn't draw dialog until I switch focus to some other application and back. Clicking on PS GUI also works. Clicking SUITE, DDO or 3DO GUI while dialog isn't shown or still open, results in crash of all 3 of them.
- Submenu button in "Open 3DO custom loader" doesn't do anything.
- Loading project in "Open 3DO custom loader" has hierarchy-tree only, no field for file name / pasting path.
- Shift-clicking while holding C in 3DO doesn't open material library. Tried ID map in .TGA and .PNG formats.
- Materials in DDO doesn't show. Tried creating it via "Links..." in Base Creator and later in existing project. Same with sample "DDO_SDK_Helmet" project. I can see material on the model in 3DO, but list in DDO is empty.
Thus can't go past 1:47 in "Open 3DO custom loader".
ENG WIN7 x64 SP1, max 2014 SP5, Photoshop CC, dual monitor setup
@ryan Hey Ryan, thanks for the reply. Good to hear you guys are working on it while also having a simple work around like manually saving :P The joys of working within photoshop.
Will there be any support for <UDIM> textures in future releases? I know that my university enjoys the older version of dDo, and that if the new quixel suite had just abit more under the hood details to tweak I am sure they would adopt they newest version of quixel suite.
oXYnary: Hm, this should be the default behavior, i.e. not updating if a value is unchanged. Does it do this for all sliders or anyone in particular? Will fix the broken ones right away.
Thanks again!
- Teddy
Hi Teddy,
Its doing it for any of the sliders in NDO. Especially noticeable if you have 3do open. Just click on a slider, don't move it, and it will force refresh everything.
Replies
You swedes should know us finns. We just can't stop, once we start
So no probs. I was expecting a beta version anyway. Given that, your tool is just amazing. Together with Lightwave/Octane render.. simply, awesome.
sweet ! so it's with these plugins that did make the gradient map, which i did figured out not long ago after studying the example you did posted on wiki X3 however, i'm still not yet figured out about the preview problem with 3do especially with maps i created with ddo because it keep showing that red interrogation thing and even when i use reimport meshes, it still refuse to show up the textures... i probably missed something the cross-app don't work for me for the moment so, i'm expecting for next update
Thank you Teddy and good luck
used the standard obj export options out of max as well as trying a few different bake options. also tried having exported my model with multiple smoothing groups and with 1 applied but no luck still...
edit: i'm also using Suite with CS3 if that makes any difference
many thanks
Is there a way to change the Y swizzle for the normal map display within 3do? I've had to do it manually. Checking it in dDo doesn't seem to affect 3do's display.
ah yep that did the trick! yeah I tried changing the Y swizzle previously as well with no effect. Thanks mate
I know this sounds crazy, but I was wondering if there's an option for map export compatible with the source engine, specifically the phong exponent/albdeto tint map.
I've been encountering this error when layering several materials on different parts of my model using the color IDs. It results in certain of the materials not appearing in 3Do. Running PS CS5.
Another question: I added a smart material to my mesh, but only the Albedo got the material, not the Gloss, Normals and Spec. I added another one on top of it and it worked fine across all maps. Another bug maybe?
I solved it by adding it to each map, it's a bit of a workaround I guess but seems to work.
Edit: I tried saving a Preset since I want to use the same material on several objects, but I'm getting an error.
Followed by:
Can you add a check on mouse button release to see if the current item has actually had its value change before re-updating everything?
This gets quite tiresome especially when working with large files. I can't be the only one thats had this annoyance/time sink with the current beta and past releases?
Awesome, thanks for letting me know, worked quite well with the models I was testing out last night.
allaze-eroler: The textures not showing up could perhaps something to do with the filepath being misinterpreted -- perhaps there are unrecognized characters? Feel free to post the file path of the project and I'll see if we can rule out if this is the cause.
Zelfit: Not yet, but changing preview texture format is planned! So that textures can be previewed in higher quality in Toolbag 2 cross-app mode for instance. Besides automatic preview images, the exporter pipeline will also support exporting to any file format supported by PS (+ CryTiff eventually).
praetus: The suite is compatible with CS3-CC, standard and extended editions. It is being regularly tested on CS4 so this is likely not the cause unfortunately How does the start up behave for you and the team?
bluekangaroo, Joopson & snoop: Thank you for your reports! I can confirm Flip Y is not working anymore, really sorry about that. It has now been fixed and will be part of the update.
Lt_Commander: Spot on material definition Yes, this will be possible with the upcoming exporter. In fact, you can customize your own export presets for any engine.
hooblegooblin: Thanks! Finally been able to track this one down, killing it once and for all.
Brygelsmack: ooops. Would you mind linking me a zip of the project folder? Sorry about this.
oXYnary: Hm, this should be the default behavior, i.e. not updating if a value is unchanged. Does it do this for all sliders or anyone in particular? Will fix the broken ones right away.
Bek: This is in! Holding ALT while dragging any slider or clicking any button will freeze previewing entirely. Try it out! Will definitely allow for a faster workflow when working with more advanced projects.
Thanks again!
- Teddy
if it's that, then i know why : it was because the file patch dir is "E:\D#(NTFS 1)\Program Files (x86)\Pixologic\ZBrush 4R6\ZProjects\speed_sculpt_collection\batch\Maps\summer_2014" which it was from the lost data that i managed to recover after i did an error in transfert data. just after i changed these folder names, it worked perfectly fine now ! thx for pointing it out !
are you getting any errors or warnings regarding PS or Quixel ?
I'm using CS6 btw, in case you needed to know.
Yes I'm getting errors regarding Quixel and PS
Post them please
Thats What I Found
- System
- Provider
[ Name] Application Error
- EventID 1000
[ Qualifiers] 0
Level 2
Task 100
Keywords 0x80000000000000
- TimeCreated
[ SystemTime] 2014-06-10T00:13:00.000000000Z
EventRecordID 327668
Channel Application
Computer xxxxx-PC
Security
- EventData
SUITE.exe
1.0.0.0
539624da
clr.dll
4.0.30319.18444
52717f9a
c0000005
00000000001c9361
2624
01cf8440b3b0c1e7
F:\Quixel_SUITE\x64\bin\Release\SUITE.exe
C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clr.dll
fb32bf5d-f033-11e3-bdae-848f69b19cce
____________________________________________________________________________________________________
- System
- Provider
[ Name] .NET Runtime
- EventID 1023
[ Qualifiers] 0
Level 2
Task 0
Keywords 0x80000000000000
- TimeCreated
[ SystemTime] 2014-06-10T00:13:00.000000000Z
EventRecordID 327667
Channel Application
Computer xxxxx-PC
Security
- EventData
Application: SUITE.exe Framework Version: v4.0.30319 Description: The process was terminated due to an internal error in the .NET Runtime at IP 000007FEEFC69361 (000007FEEFAA0000) with exit code 80131506.
_______________________________________________________________________________________________________-
- System
- Provider
[ Name] Application Error
- EventID 1000
[ Qualifiers] 0
Level 2
Task 100
Keywords 0x80000000000000
- TimeCreated
[ SystemTime] 2014-06-09T23:59:42.000000000Z
EventRecordID 327662
Channel Application
Computer xxxxx-PC
Security
- EventData
Photoshop.exe
13.1.2.0
50e86765
adbeapeengine.dll
3.3.8.19346
4f205e64
c0000005
0000000000a9e61e
1c38
01cf843ed3863ad7
C:\Program Files\Adobe\Adobe Photoshop CS6 (64 Bit)\Photoshop.exe
C:\Program Files\Common Files\Adobe\APE\3.3\adbeapeengine.dll
1f84d08e-f032-11e3-bdae-848f69b19cce
____________________________________________________________________________________________________-
- System
- Provider
[ Name] Application Error
- EventID 1000
[ Qualifiers] 0
Level 2
Task 100
Keywords 0x80000000000000
- TimeCreated
[ SystemTime] 2014-06-09T23:43:20.000000000Z
EventRecordID 327660
Channel Application
Computer xxxxx-PC
Security
- EventData
NDO.exe
2014.0.0.0
539624d8
KERNELBASE.dll
6.1.7601.18409
5315a05a
e0434352
000000000000940d
1ef4
01cf843c911edd29
C:\Users\Public\Quixel\SUITE\x64\bin\Release\NDO.exe
C:\Windows\system32\KERNELBASE.dll
d5fd4f0b-f02f-11e3-bdae-848f69b19cce
___________________________________________________________________________________________-
- System
- Provider
[ Name] .NET Runtime
- EventID 1026
[ Qualifiers] 0
Level 2
Task 0
Keywords 0x80000000000000
- TimeCreated
[ SystemTime] 2014-06-09T23:43:18.000000000Z
EventRecordID 327659
Channel Application
Computer xxxxx-PC
Security
- EventData
Application: NDO.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.Windows.Markup.XamlParseException Stack: at System.Windows.Markup.WpfXamlLoader.Load(System.Xaml.XamlReader, System.Xaml.IXamlObjectWriterFactory, Boolean, System.Object, System.Xaml.XamlObjectWriterSettings, System.Uri) at System.Windows.Markup.WpfXamlLoader.LoadBaml(System.Xaml.XamlReader, Boolean, System.Object, System.Xaml.Permissions.XamlAccessLevel, System.Uri) at System.Windows.Markup.XamlReader.LoadBaml(System.IO.Stream, System.Windows.Markup.ParserContext, System.Object, Boolean) at System.Windows.Application.LoadBamlStreamWithSyncInfo(System.IO.Stream, System.Windows.Markup.ParserContext) at System.Windows.Application.LoadComponent(System.Uri, Boolean) at System.Windows.Application.DoStartup() at System.Windows.Application.<.ctor>b__1(System.Object) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32) at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate) at System.Windows.Threading.DispatcherOperation.InvokeImpl() at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object) at System.Windows.Threading.DispatcherOperation.Invoke() at System.Windows.Threading.Dispatcher.ProcessQueue() at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef) at MS.Win32.HwndWrapper.WndProc(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef) at MS.Win32.HwndSubclass.DispatcherCallbackOperation(System.Object) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32) at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate) at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(System.Windows.Threading.DispatcherPriority, System.TimeSpan, System.Delegate, System.Object, Int32) at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr, Int32, IntPtr, IntPtr) at MS.Win32.UnsafeNativeMethods.DispatchMessage(System.Windows.Interop.MSG ByRef) at MS.Win32.UnsafeNativeMethods.DispatchMessage(System.Windows.Interop.MSG ByRef) at System.Windows.Threading.Dispatcher.PushFrameImpl(System.Windows.Threading.DispatcherFrame) at System.Windows.Application.RunInternal(System.Windows.Window) at System.Windows.Application.Run() at NDO.App.Main()
___________________________________________________________________________________________________________
- System
- Provider
[ Name] Microsoft-Windows-Kernel-PnP
[ Guid] {9C205A39-1250-487D-ABD7-E831C6290539}
EventID 225
Version 0
Level 3
Task 223
Opcode 0
Keywords 0x8000000000000000
- TimeCreated
[ SystemTime] 2014-03-26T17:46:20.992854700Z
EventRecordID 453473
Correlation
- Execution
[ ProcessID] 4
[ ThreadID] 52
Channel System
Computer xxxx-PC
- Security
[ UserID] S-1-5-18
- EventData
ProcessId 980
ProcessNameLength 86
ProcessName \Device\HarddiskVolume3\Program Files\Adobe\Adobe Photoshop
CS6 (64 Bit)\Photoshop.exe
DeviceInstanceLength 35
DeviceInstance USB\VID_0480&PID_A006\2012091131823
_______________________________________________________________
After that PS restarted to comply with the suite.
I pressed on the NDo/Ddo button and it flickered and right after that it crashed. Now it's asking me the same thing again.
But it does it every time.
http://www.microsoft.com/en-us/download/details.aspx?id=29053
and see what happens !
I have the following structure in a project and I save by having "[Group Folder]" selected with two material folders in it.
Custom Diffuse/Albedo
[Group folder]
- [Material 1 Folder]
- [Material 2 Folder]
But when I save the "[Group Folder]" as a smart material and then load it the following happens. It seems like only one material is saved for the other maps and not all, saves all for the Albedo map though.
Result
Albedo Map
[Material 1 Folder]
[Material 2 Folder]
Other Maps
[Material 1 Folder]
My expected result for all maps would be this:
[Group folder]
- [Material 1 Folder]
- [Material 2 Folder]
Stumbled upon another problem, on my left toolbar with the Quixel Suite open or any of its sub programs, i sometimes have to click multiple times before it will change the tool when its a floating panel.
Almost as if it gets pushed behind the draw order of the Quixel toolbar and clicking it brings it to the top and activates it, then clicking again to select the tool.
Anyone else in CC have this problem?
Actually it does it when the toolbar is docked as well.
I cant update it. It's not letting me. It says it is blocked or does not exist. I tryed all three versions, non of them work.
Is there a way to set your export options? I have looked on the wiki and cannot find anything. Also is there a way to change the file type from jpg?
Is there an export options window hidden somewhere.
-Can i add a Light Source in my 3DO Scene?
-Can i add another Mesh in my 3DO Scene?
If No -> My Wishes for the next Update
@Gazu sorry right now there is no render with alpha or adding lights abilities with 3do but they are on our minds trust me hehe.
I tried with Photoshop CC 64 Bit.
What version of .NET Framework are you using ?
http://msdn.microsoft.com/en-us/library/hh925568%28v=vs.110%29.aspx
and can you do this also:
goto run then type "cmd". once in the cmd prompt type "sfc /scannow"
see if you get any errors. I still think it's a .NET Framework issue you are having which is causing issues with Quixel
Trying to recreate process shown in "DDO & 3DO Workflow Primer" and almost every second step doesn't work for me. Here is a bunch of problems I encountered:
- While started from SUITE GUI, NDO doesn't start at all. SUITE crashes.
While started from executable, NDO starts, but doesn't draw its GUI. I can see boundaries of window if I press ALt+Space and when move it, thus it is there.
- Tried to reinstall the whole thing. Installer doesn't check if any of tools are currently running and failing to replace some files. Even though I ignored few errors(before remembering I haven't close invisible NDO), installer claimed everything was installed successfully.
- Creating new DDO project gave me PS warning - "embeded profile mismatch" (embedded - Dot Grain 20%, working - Gray Gamma 2.2). Not really a problem, but it pops up every time I creating new project... and I did it a lot, trying to catch elusive .OBJ problem.
- I think I know why some meshes don't load in 3DO. At least I was able to reproduce 3/3 successful and the same amount of failed mesh loads.
In max exporter there is checkbox called "relative numbers". Meshes with this thing enabled didn't load for me.
- Didn't found a way to specify project's name and path while saving project from DDO.
- Loading project in DDO doesn't draw dialog until I switch focus to some other application and back. Clicking on PS GUI also works. Clicking SUITE, DDO or 3DO GUI while dialog isn't shown or still open, results in crash of all 3 of them.
- Submenu button in "Open 3DO custom loader" doesn't do anything.
- Loading project in "Open 3DO custom loader" has hierarchy-tree only, no field for file name / pasting path.
- Shift-clicking while holding C in 3DO doesn't open material library. Tried ID map in .TGA and .PNG formats.
- Materials in DDO doesn't show. Tried creating it via "Links..." in Base Creator and later in existing project. Same with sample "DDO_SDK_Helmet" project. I can see material on the model in 3DO, but list in DDO is empty.
Thus can't go past 1:47 in "Open 3DO custom loader".
ENG WIN7 x64 SP1, max 2014 SP5, Photoshop CC, dual monitor setup
That was a long piss LOL
Anyway,
I have NET v4.0.30319 before I had 3.5 but when I made the update to 4 nothing changed it still crashes or doesnt respond.
I'm gonna try these next steps now
Will there be any support for <UDIM> textures in future releases? I know that my university enjoys the older version of dDo, and that if the new quixel suite had just abit more under the hood details to tweak I am sure they would adopt they newest version of quixel suite.
Cheers.
Hi Teddy,
Its doing it for any of the sliders in NDO. Especially noticeable if you have 3do open. Just click on a slider, don't move it, and it will force refresh everything.