Yeah, I can get it all working except for this issue: My models come in without face smoothing! This doesnt happen if I'm importing one of the demo meshes, but I've created various complex and simple meshes in zbrush, c4d and blender and they're all imported without smoothing at all. Importing a mesh into any of the above programs and reexporting the OBJ also breaks the smoothing.
Otherwise it works great, but yeah, this is rather odd.
Sorry to bring this up again, but is no one else getting unsmoothed models but me?
Meant to post this a couple nights ago but got distracted. I ran into a couple issues while updating one of my old assets. Even with the issues, though, it's been fun working with your new suite, so thanks a lot for all the hard work you guys have put into this. I'm looking forward to the UE4 workflow.
I'm running PS CS 5 64-bit.
First issue I ran into is the shift+click in 3DO selecting a completely different material ID than I tried to select. I noticed a few people mention they've had issues with it as well, and you guys mentioned it in your response to many people's issues. Just thought I'd mention it anyway.
I also encountered an issue where the whole suite closes out. Thought it was random at first, but I was able to recreate it. It happens any time 3DO is the active window and I try to open the drop-down menu to link to a material ID on the DDO window. If I click anywhere else and make DDO the active window first, and then open the drop-down, it's fine. But again, if 3DO is the active window and I click the drop-down box, the whole suite closes.
The last issue was the most frustrating. At some point, a sand material (I think it might be the beach one, by the looks of it) got applied to my entire mesh. At first I thought one of my materials might've gone rogue or something. After a half hour of searching through each one, I decided to just turn them all off, and 3DO updated accordingly each time I turned one off. Eventually I ended up with completely blank maps, and a mesh completely devoid of materials except that it still looked like it was made of sand. I tried reloading the mesh, loading different meshes(which either showed nothing in 3DO or crashed it), and every time I load the project it still has the material applied with no way to remove it.
Here's a screenshot to show what I mean...and a screenshot of what it looked like before the sand storm hit.
How do I have to proceed to work with the Quixel Suite and Cinema 4D?
In my first try I rendered out the color ID map and the AO map.
But when I imported those 2 maps + the mesh, 3DO didn't show anything.
(My mesh works properly in Maya and Cinema 4D)
So... where's my mistake? Normal maps are optional so it should work without them, shouldn't it? Thanks in advance!
Just wanted to update you guys that we are working on some updates and are reading each and everyone's issues on every thread. We promise that we are not ignoring your problems or reports and requests. They do mean a ton to us and we want to fix and add them for you guys. Keep them coming and thanks!
@Cosmoxx Make sure the id map is a png with no transparency as well as the mesh needs to be triangulated and make sure it is zeroed and your pivot points are centered.
Man, this new Quixel Suite is awesome, its so much more fluid that the older DDO and NDO. Thanks for all the hard work you've put into it!
I've seem to have come across the same issue I've had with the 3D previewer (3DO this time around) as I had with the older DDO's.
It seems that if I don't triangulate my mesh then 3DO attempts to do it for me. The result of this is that I have missing triangles.
Do I have to triangulate the mesh before importing into DDO or are there any other ways to work around this? Thank you!
Out of curiosity why wouldn't you want to stop off at triangulation station? If you're using a model with a TS normal map your low should be triangulated before baking anyway.
Some DDO Bugs:
If you apply a dynamask preset to a material that uses a texture for the mask, the icon for the texture slot will show the material's texture rather than the material used by the mask preset.
There seems to be no way to access the UV overlay you can add when starting a new project — but I may be missing something
3do:
Sometimes minimising 3do seems to close the Quixel Suite and dDo windows. To restore I have to run the Quixel suite again (Which closes 3do...)
Some way to set default/persistent export location of screenshots would be nice.
For me when I open up 3do in any way it results in an immidiate computer lockdown crash where I cant even move my mouse anymore. I wish I could offer more information such as an error what would cause it but I dont know how to get any logs.
Ndo2 and dDo seem to work fine though. But the lack of a previewer is really frustrating
For me when I open up 3do in any way it results in an immidiate computer lockdown crash where I cant even move my mouse anymore. I wish I could offer more information such as an error what would cause it but I dont know how to get any logs.
Ndo2 and dDo seem to work fine though. But the lack of a previewer is really frustrating
Try installing the latest graphics card driver. Your computer's specs could be relevant as well.
There is indeed an update on my gpu. Will try that. I've also tried reinstalling 3x and same issue remains. I highly doubt its my laptops specs that would be the issue here seeing as my workstation is half a year old.
Fixed my 3do crash by forcing my laptop to run Quixel on the Nvidia gpu. Seems like Nvidia optimus strikes again and set the quixel suite programs to run on the integrated gpu...
Reeke when running actions in DDO especially @ 4k texture res there will be some slow downs as you are editing and transferring details to multiple 4k maps at once which are also checking the model and other maps and calculating adjustments. If this continues to be an issue for you, you can open up the project using a lower work resolution and then export the higher res later.
Probably a very stupid question but how do I re-open a dDo project. I saved the layers (albedo, spec, normal, etc) isn't a simple psd file that will re-open the whole 9 yards??
One more suggestion, but I'm unsure how others would feel about such a change:
Should dDo create the working document according to the lowest common denominator? I started a project where most of my maps were 2k, but I failed to notice my AO was 4k. This caused the whole project to be 4k and made some innaccuracies in my colour map. So, should dDo always start the project at the lowest input map size?
edit: Also wanted to point out that the ability to re-import your (updated) colour map without losing any of your project is badass :thumbup:
So far, Quixel SUITE is pretty... sw... sweee... I can't bring myself to do it. It's awesome software.
I was, however, curious about something. If I intend to use NDO to add details to my tangent space normal map, does that mean I shouldn't bother baking an object space normal map in DDO for sweet, sweet, directional effects? Orrrr would inputting the object space normal map into DDO without the NDO-added tangent space details simply mean that the directional effects would not be effective on the added details?
I also imagine having discrepancies between the two normal maps could potentially cause issues like maybe make my computer explode or cause a tear in space-time or something, which is why I'm writing this before I attempt an experiment.
But yeah. Any ideas? Has anyone tried this?
EDIT: Nevermind! Xnormal converts tangent space to object space.
I have two questions:
1- How do I open an old project? I see a previewer folder and then the psd and xml files.
2- When I press SaveImages it is saving a psd file instead of a flattened image, then I have to go in and open ao and albedo, multiply ao and then save. Shouldn't there be a way to save an image (albedo or otherwise) already flattened for you?
1) You open the xml
2) The exporter is still being work on apparently — Also, if you're making a PBR asset (perhaps even if you're not) you shouldn't be overlaying AO over your albedo.
I have two questions:
1- How do I open an old project? I see a previewer folder and then the psd and xml files.
2- When I press SaveImages it is saving a psd file instead of a flattened image, then I have to go in and open ao and albedo, multiply ao and then save. Shouldn't there be a way to save an image (albedo or otherwise) already flattened for you?
Click the main menu in ddo, than load project should be the first item. This will ask for the projects xml file
i'm having a strange issue. I made some of my own smart materials on my computer at home, i brought those presets into work and ran them and they don't work the same, even with the same assets. I'm getting completely different results with the same input textures on 2 different computers. here is an image of the preset and the result after running it. on my home computer it works flawlessly, my work computer it doesn't. The only difference is that my computer at home is running photoshop CC and at work i'm on Photoshop CS6. the only other thing i can think of is a difference in photoshop color settings between computers. any ideas?
it is a color settings issue for sure, I did set my color settings back to North American General Purpose and the presets work as expected. I'm not sure mathematically what happens under the hood, but obviously it has something to do with the difference between Gray Gamma 2.2 and Dot Gain 20%
If i make my own material preset, and i want to share it, is there an easy way to do that? I imagine just giving the xml file wont be enough because i would also need to take the associated patterns with it, correct?
If i make my own material preset, and i want to share it, is there an easy way to do that? I imagine just giving the xml file wont be enough because i would also need to take the associated patterns with it, correct?
if they are custom patterns/materials that you have made and brought in then those also need to be shared.
if the preset consists of default patterns than no as those are included in the installer.
from what I've experimented with i've found that smart materials made from patterns that come with DDO can be shared by simply sharing the XML file and the associated thumbnails.
materials made from custom source imagery can be shared by sharing not only the XML file, but the pattern files that DDO generates. they are stored in the scripts/patterns folder
hooblegooblin: Thanks! Finally been able to track this one down, killing it once and for all.
So I've been reading through this thread and it seems hooblegooblin had the same error as I, getting the command "set" error in photoshop, it sounds like I just need to wait for the next update to solve this error?
I also noticed, after getting the command set error, the script finishes and creates my base textures, however, my material window is empty of layers, masks, information of any kind. I am unable to edit materials, masks, and so on. Are these related, or have I stumbled upon something new?
I'm using PS cs5
To clarify: I can import mesh, ids, maps, and even assign materials to ids. When I hit generate base photoshop will give me an error Command "set" not available. PSDs are generated with information, however, my DDO material window is emoty.
another quick question for anyone to answer. when i load a color ID map (which is a .tga), ddo makes a .png of it. why is this? if i want to reload that id map should i delete the png and reimport the new .tga, or just reimport a new (edited) .png
Has anybody tried this with the new version of Photoshop CC 2014. I know in the past that updates to PS have broken ndo/ddo and don't want to update if they aren't compatible.
So I've been reading through this thread and it seems hooblegooblin had the same error as I, getting the command "set" error in photoshop, it sounds like I just need to wait for the next update to solve this error?
I also noticed, after getting the command set error, the script finishes and creates my base textures, however, my material window is empty of layers, masks, information of any kind. I am unable to edit materials, masks, and so on. Are these related, or have I stumbled upon something new?
I'm using PS cs5
To clarify: I can import mesh, ids, maps, and even assign materials to ids. When I hit generate base photoshop will give me an error Command "set" not available. PSDs are generated with information, however, my DDO material window is emoty.
Thank you!
Hey Vorge, I was getting the same error in cs5. It happened when I used files from the same area I had another dDo project in, where dDo creates its own copy of files it uses, in my case changing tga's to a png or psd. After I deleted the project folder it worked just fine. So either move that folder somewhere else or delete it is my fix.
anyone haveing problems with presets, i always just assumed this feature worked, but i treid to batch a few assets using presets yesterday, and only a few of my layers crossed over in the presets.
I think DDO deleted all my Photoshop patterns. Users might want to back those up and devs might want to look into that. In my case they all were replaced with cryptically named patterns that I didn't create myself and I'm sure those can have only been created by DDO.
Looking forward to see the Quixel Suite growing, keep it up!
Fixed my issue. The answer was two-fold for me. The first was it won't run correctly from the users\public\ folder. I copied the Quixel folder to my B: drive. Once moved it allowed me to change security permissions for authenticated users to allow everything. between those two fixes, it now works like a champ.
There is a clear warning about this issue on the site:
IMPORTANT NOTE WHEN USING THE BETA VERSION OF DDO
If you have custom patterns stored inside your Photoshop work space, it is highly advised you save out a backup copy of these. DDO relies on Photoshop's pattern system to generate materials and will currently erase any patterns that are currently loaded inside Photoshop. This will be addressed in a future release but remains an issue until then.
I think DDO deleted all my Photoshop patterns. Users might want to back those up and devs might want to look into that. In my case they all were replaced with cryptically named patterns that I didn't create myself and I'm sure those can have only been created by DDO.
Looking forward to see the Quixel Suite growing, keep it up!
i have some materials that i've made from source textures from places like cgtextures. some of these images have embedded directional detail in them like rust drips. is there a way to rotate the pattern after it gets applied so I can align that directional detail properly on UVs that aren't straight up and down? i often will have rotated UV shells, it would be cool to be able to align the material properly to the UV orientation
so ive been running into a bug all day where my textures dont show up on my mesh. this happened after doing a mesh reimport, and from then on all maps shown on the mesh were white, and any attempt to repath the textures via the 3do custom loader did not work. i tried reimporting my mesh and that sometimes resulted in 3do crashing. has anyone else gotten this?
Replies
Sorry to bring this up again, but is no one else getting unsmoothed models but me?
I'm running PS CS 5 64-bit.
First issue I ran into is the shift+click in 3DO selecting a completely different material ID than I tried to select. I noticed a few people mention they've had issues with it as well, and you guys mentioned it in your response to many people's issues. Just thought I'd mention it anyway.
I also encountered an issue where the whole suite closes out. Thought it was random at first, but I was able to recreate it. It happens any time 3DO is the active window and I try to open the drop-down menu to link to a material ID on the DDO window. If I click anywhere else and make DDO the active window first, and then open the drop-down, it's fine. But again, if 3DO is the active window and I click the drop-down box, the whole suite closes.
The last issue was the most frustrating. At some point, a sand material (I think it might be the beach one, by the looks of it) got applied to my entire mesh. At first I thought one of my materials might've gone rogue or something. After a half hour of searching through each one, I decided to just turn them all off, and 3DO updated accordingly each time I turned one off. Eventually I ended up with completely blank maps, and a mesh completely devoid of materials except that it still looked like it was made of sand. I tried reloading the mesh, loading different meshes(which either showed nothing in 3DO or crashed it), and every time I load the project it still has the material applied with no way to remove it.
Here's a screenshot to show what I mean...and a screenshot of what it looked like before the sand storm hit.
In my first try I rendered out the color ID map and the AO map.
But when I imported those 2 maps + the mesh, 3DO didn't show anything.
(My mesh works properly in Maya and Cinema 4D)
So... where's my mistake? Normal maps are optional so it should work without them, shouldn't it? Thanks in advance!
The "sfc /scannow" didn't bring any errors I updated to NET version 4 and it's still crashing.
Just wanted to update you guys that we are working on some updates and are reading each and everyone's issues on every thread. We promise that we are not ignoring your problems or reports and requests. They do mean a ton to us and we want to fix and add them for you guys. Keep them coming and thanks!
@Cosmoxx Make sure the id map is a png with no transparency as well as the mesh needs to be triangulated and make sure it is zeroed and your pivot points are centered.
Man, this new Quixel Suite is awesome, its so much more fluid that the older DDO and NDO. Thanks for all the hard work you've put into it!
I've seem to have come across the same issue I've had with the 3D previewer (3DO this time around) as I had with the older DDO's.
It seems that if I don't triangulate my mesh then 3DO attempts to do it for me. The result of this is that I have missing triangles.
Do I have to triangulate the mesh before importing into DDO or are there any other ways to work around this? Thank you!
EDIT: If I triangulate, the problem is solved.
Some DDO Bugs:
If you apply a dynamask preset to a material that uses a texture for the mask, the icon for the texture slot will show the material's texture rather than the material used by the mask preset.
There seems to be no way to access the UV overlay you can add when starting a new project — but I may be missing something
3do:
Sometimes minimising 3do seems to close the Quixel Suite and dDo windows. To restore I have to run the Quixel suite again (Which closes 3do...)
Some way to set default/persistent export location of screenshots would be nice.
Ndo2 and dDo seem to work fine though. But the lack of a previewer is really frustrating
Try installing the latest graphics card driver. Your computer's specs could be relevant as well.
Processor: Intel(R) Core(TM) i7-4700MQ CPU @ 2.40GHz (8 CPUs), ~2.4GHz
Memory: 32768MB RAM
GPU: NVIDIA GeForce GTX 770M
Thanks
Should dDo create the working document according to the lowest common denominator? I started a project where most of my maps were 2k, but I failed to notice my AO was 4k. This caused the whole project to be 4k and made some innaccuracies in my colour map. So, should dDo always start the project at the lowest input map size?
edit: Also wanted to point out that the ability to re-import your (updated) colour map without losing any of your project is badass :thumbup:
I was, however, curious about something. If I intend to use NDO to add details to my tangent space normal map, does that mean I shouldn't bother baking an object space normal map in DDO for sweet, sweet, directional effects? Orrrr would inputting the object space normal map into DDO without the NDO-added tangent space details simply mean that the directional effects would not be effective on the added details?
I also imagine having discrepancies between the two normal maps could potentially cause issues like maybe make my computer explode or cause a tear in space-time or something, which is why I'm writing this before I attempt an experiment.
But yeah. Any ideas? Has anyone tried this?
EDIT: Nevermind! Xnormal converts tangent space to object space.
1- How do I open an old project? I see a previewer folder and then the psd and xml files.
2- When I press SaveImages it is saving a psd file instead of a flattened image, then I have to go in and open ao and albedo, multiply ao and then save. Shouldn't there be a way to save an image (albedo or otherwise) already flattened for you?
2) The exporter is still being work on apparently — Also, if you're making a PBR asset (perhaps even if you're not) you shouldn't be overlaying AO over your albedo.
Click the main menu in ddo, than load project should be the first item. This will ask for the projects xml file
here is a shot of our color settings vs default north american settings.
Will this create issues?
if they are custom patterns/materials that you have made and brought in then those also need to be shared.
if the preset consists of default patterns than no as those are included in the installer.
I am about 98% sure on this.
materials made from custom source imagery can be shared by sharing not only the XML file, but the pattern files that DDO generates. they are stored in the scripts/patterns folder
Install latest .NET Runtime software (and reboot)
Reinstall Photoshop and keep it on its default settings.
Run photoshop once as administrator after you reinstall it.
Install Quixel and make sure it uses this location: C:/Users/Public/
(reboot your system)
Run photoshop as admin again and post your event log if this does not solve the issue.
So I've been reading through this thread and it seems hooblegooblin had the same error as I, getting the command "set" error in photoshop, it sounds like I just need to wait for the next update to solve this error?
I also noticed, after getting the command set error, the script finishes and creates my base textures, however, my material window is empty of layers, masks, information of any kind. I am unable to edit materials, masks, and so on. Are these related, or have I stumbled upon something new?
I'm using PS cs5
To clarify: I can import mesh, ids, maps, and even assign materials to ids. When I hit generate base photoshop will give me an error Command "set" not available. PSDs are generated with information, however, my DDO material window is emoty.
Thank you!
http://www.quixel.se/forum/showthread.php?4561-Ddo-crashing-on-bake-Cs3
Just instead of deleting it move it somewhere safe and see if that fixes the problem.
I haven't had this problem show up under the new suite, so may be unrelated.
http://puu.sh/9yfN1/3f08d3771a.png
http://puu.sh/9yfQC/b591097f9f.png
and then quixel freezes at "Preparing masks... 40%"
ddo x64 worked fine for me, it's just the suite that doesn't work.
thanks
I love this Suite DDO though. Please don't take it away.
Just kidding, I bought a license.
Could we get more fabric presets? I'm just a hobbyist, but I love to make clothing items.
Now that I got it running like a freshly tuned car. No crashes today, no matter what I did.
Hey Vorge, I was getting the same error in cs5. It happened when I used files from the same area I had another dDo project in, where dDo creates its own copy of files it uses, in my case changing tga's to a png or psd. After I deleted the project folder it worked just fine. So either move that folder somewhere else or delete it is my fix.
Looking forward to see the Quixel Suite growing, keep it up!
i have some materials that i've made from source textures from places like cgtextures. some of these images have embedded directional detail in them like rust drips. is there a way to rotate the pattern after it gets applied so I can align that directional detail properly on UVs that aren't straight up and down? i often will have rotated UV shells, it would be cool to be able to align the material properly to the UV orientation