1st suggestion. Don't really know how a new feature of seam termination will work in final release but i think it will be great to have an alternative to insert value of edge padding in project sart or adjust it on the fly in current mask in Dynamask, something like "tightness" slider.
2nd suggestion. It would be cool to mix some more materials (maybe one more slot) in dynamask. 2 slots for texture sometimes not enough. For that solution i created some materials with different textures in albedo/spec/gloss/hight/opacity slots and apply two or three of them in second texture slot of dynamask. Problem with that is some times i need to recreate some of my "pattern" materials with other textures (which i can't create in 1.6 and 1.7 hope you saw it in my thread).
3rd suggestion. Button to delete a material from mat library. Delete a preview and mat file is not such big deal but find a correct pattern to delete from huge folder is little more competitive. And I think i lose some more files to delete with material
Could there be some toggle to have 3DO function only as a colour id picker (like when holding c)? So if I'm using tb2 or any other viewer — not necessarily in cross app mode — 3do doesn't even bother loading the textures? Might speed things up slightly.
I did a search and didn't see anyone else mention it, but I think it would be useful if there was an input map slot for the UV wireframe, and a toggle that turns it on and off.
As a suggestion: An alternate way to find the UV islands without edge padding issues might be to force a UVmap input from the user. I know in max, the standard UV output gives you a white wireframe with green for the edges, it might be possible to make the seam correction a little smarter by getting cues from the UVs combined with the reserve color of black on the IDmap
Not sure how you're doing it now, but it'd play a little like:
if black, define as null area until hit IDcolor, continue into IDcolor until UV green is hit, then define second hit as IDcolor edge.
Suggestion (guess, I'm not the first): Brightness values for each curvature mask stages. Right now it looks like that we are only able to control how Sharp/Fine/Soft/etc propagates/contracts.
1. Save Profile Options (such as Output Maps, Texel Density, etc.) - tedious to start a new project and having to deselect the maps I dont want and change the Texel Density every time
2. Improved Object Pivot/Rotation capabilities of the model in 3DO - it should recognize where the object is and its general size and pivot in the center of it as you rotate it and look around, instead of pivot somewhere off in space and awkwardly rotate and drag around.
3. Shortcut 'F' should also work off of this improvised pivot to find its center and show that in... it's ok as it is now, but it could be better.
4. Allow ESC functionality for when loading a project or creating base in case you, for example, forgot to check off some Output Maps or correct the Texel Density or something like that... ESC should cancel the entire operation and revert back, instead of stopping midway.
5. A possible implementation of Gradient Maps to be created based on 3DO and where the light is located. ie: if you position the light at the top of the model, where the light shines would be considered the high and the dark shadow area would be the low area... a quick way for you to be able to adjust and create the Gradient Output Map. OR a separate lighting feature in 3DO for Gradient Map that when moved, would update the textures based on its new position.
6. A new Mask feature that contours the edges of the selected Color ID and not based on the Normal/Curvature. (If this is already implemented, I did not see it)
EDIT: 7. Also 3DO settings should save between projects so that you dont have to turn off AO and Glow and reduce Spec on every new project if you know you won't be using them for preview.
I don't know, I'm not happy how the update process of the suit works:
Why is the anoying downloader always on top? I want to continue working on all my monitors while the new version downloads. Please fix this. It is annoying.
Second, when an update fails for what ever reason, There seems to be no option to have the updater check for an already downloaded update file. Instead it is always starting a fresh download.
Now to some suggestions:
1. I am with oskarkeo: I knew there was a function to disable visual updates. But wasn't able to find it. Maybe it would be a nice idea to to have a check box to disable updates in case you have to quickly do various tweaks, instead of having to hold alt all the time.
2. I would love to see 3DO to have the option for automatic mesh-updates and the option to quickly load different meshes into the viewer. Maybe I'm missing something here, but forcing a mesh reload was only possible by recreating the whole project. switching mehses would be dreat when you work on testures that are shared by various assets.
Any chance that future versions of Quixel SUITE won't require the re-activation of each product after each update? Wouldn't be so bad if it didn't require you to also de-activate the products before re-activation. Turns what should probably just be a quick update into a whole to-do which is kind of a drag.
I have a suggestion for you guys Teddy. Maybe with the new updates when you add new smart materials or materials that you could maybe indicate which ones are new. Because when I see that there have been new materials added that its hard for me to know which ones are new.
Also, perhaps add a checkbox to AO generation in nDo that makes it output a black/white AO instead of a coloured one? I mean, it's not a lot of work to add a B/W adjustment layer myself, it's just tedious when nDo should be able to do that for me.
If I would be able to paint my masks (edit them) in 3DO onto my mesh, I don't think I will ever use anything else besides Quixel Suite . Basically, painting masks in 3D (O) .
Shanteez: yes, indeed you can. I was thinking about an implementation of this feature into the QUIXEL workflow so it would result in a much smoother and controllable pipeline.
It would be great to be able to change the environment cubemaps like in Toolbag 2. Currently it's really hard to find a good match when using envs in other engines.
Other suggestion : when env maps are disabled, there are lights in the scene but we have no control on them. It would be nice to be able (at least) to change the number of them. It's easier to match a lighting model with one light before switching to the full environment lighting.
I don't what going on but every time I launch quixel suite, it brings the update window with the last 1.8 update to download, eventhough I downloaded it and installed it successfully 2 or 3 times already.
Any suggestion?
Have you considered, or maybe it was already suggested, to use layers from psd as IDs? It would be very useful with organic stuff when you need smooth transitions between materials, like for example palm and back of hand. Maybe it would be possible to even use layers names as ID too?
Current method doesn't work very well with blurred ID maps unfortunately.
Adding a license transfer system, similar to Marmoset Toolbag, would be great. I switch between my laptop and desktop quite often, and I'd love to be able to use Quixel Suite on both without the hassle of deactivating it on one, then reactivating it on the other, via the website.
Toolbag's version is quite simplistic. Whenever I startup Toolbag on my un-licensed machine, Marmoset sends me an email with a link to transfer the license to said machine. Very quick and easy. Something like this would be great!
I have a suggestion for you guys Teddy. Maybe with the new updates when you add new smart materials or materials that you could maybe indicate which ones are new. Because when I see that there have been new materials added that its hard for me to know which ones are new.
Adding a license transfer system, similar to Marmoset Toolbag, would be great. I switch between my laptop and desktop quite often, and I'd love to be able to use Quixel Suite on both without the hassle of deactivating it on one, then reactivating it on the other, via the website.
Toolbag's version is quite simplistic. Whenever I startup Toolbag on my un-licensed machine, Marmoset sends me an email with a link to transfer the license to said machine. Very quick and easy. Something like this would be great!
Oh also, texture rotation.
All of that^ And Also for myself I would like to see the return of a void material from the old Ddo. Sometimes I just want a deep black flat nothing through all maps (an example of this would be in a broken window)
Do you guys think that you could possibly release dynamask as a free standalone PS app for people that want to use in psd files that are created without ddo?
I would like the ability to synch multiple dDo prjects with 3Do. Example: have two objets being previewed that each use thier own dDo textures, such as having a gun and an glove viewed at the same time each with thier own 1024 albedo, normal, and gloss.
Osakerkeo: This exists, as Shanteez points out. Hold Alt when interacting with any slider, text box or button, and 3DO will be completely bypassed.
- Teddy
Thanks for your reply Teddy.
I was actually talking about the way photoshop updates.
i'd prefer to be able to to pause the updates between photoshop and DDO. I don't have a problem with how 3DO updates.
Do you guys think that you could possibly release dynamask as a free standalone PS app for people that want to use in psd files that are created without ddo?
That's a good idea. But do you mean with or without megascan content? Because the texture inputs load directly from megascans, so you could simplify them to request an external texture if you wanted a totally standalone tool. You'd also have to redo or remove the presets that use megascan textures if that's the case.
I would love being able to customize the texture output names, especialy prefixes and suffixes and also use underscores in the names so i don't have to rename the files after every export in order to follow our internal naming conventions.
Everytime 3DO restarts (and happens quite ofter because of crashes) I need to reset the following fields, over and over, to match my render engine shaders setup:
- Specular
- Fresnel Reflections
- Conserve Specular Energy
- Conserve Diffuse Energy
- HDR background
...
That would be great to have presets for these settings saved somewhere, and saved along with a DDO project!
Everytime 3DO restarts (and happens quite ofter because of crashes) I need to reset the following fields, over and over, to match my render engine shaders setup:
- Specular
- Fresnel Reflections
- Conserve Specular Energy
- Conserve Diffuse Energy
- HDR background
...
That would be great to have presets for these settings saved somewhere, and saved along with a DDO project!
I'll second that with a request for custom shaders - not everyone is using PBR or basic blinn/phong.
Just a friendly bump, the Unity 5 metalness preset doesn't seem to be outputting what Unity is looking for in the metallic map: Metallic (R) and Smoothness (A).
The ability to use a color gradient instead of a single color for the reflectance value of materials would be awesome, to get a finer control over the color of different values.
guys,i try to download NDO legacy from site,but archive is wrong,check it please.
And i have one question,can i use ndo and ddo legacy for creating texture to my indie game?
Do you guys think that you could possibly release dynamask as a free standalone PS app for people that want to use in psd files that are created without ddo?
+1 to this, dynamask would be awesome to have to work along side a traditional photoshop workflow.
Replies
- Teddy
Also the ability to have a rotate texture slider for the pattens
2nd suggestion. It would be cool to mix some more materials (maybe one more slot) in dynamask. 2 slots for texture sometimes not enough. For that solution i created some materials with different textures in albedo/spec/gloss/hight/opacity slots and apply two or three of them in second texture slot of dynamask. Problem with that is some times i need to recreate some of my "pattern" materials with other textures (which i can't create in 1.6 and 1.7 hope you saw it in my thread).
3rd suggestion. Button to delete a material from mat library. Delete a preview and mat file is not such big deal but find a correct pattern to delete from huge folder is little more competitive. And I think i lose some more files to delete with material
Thanks for hardworking, guys!
Not sure how you're doing it now, but it'd play a little like:
if black, define as null area until hit IDcolor, continue into IDcolor until UV green is hit, then define second hit as IDcolor edge.
1. Save Profile Options (such as Output Maps, Texel Density, etc.) - tedious to start a new project and having to deselect the maps I dont want and change the Texel Density every time
2. Improved Object Pivot/Rotation capabilities of the model in 3DO - it should recognize where the object is and its general size and pivot in the center of it as you rotate it and look around, instead of pivot somewhere off in space and awkwardly rotate and drag around.
3. Shortcut 'F' should also work off of this improvised pivot to find its center and show that in... it's ok as it is now, but it could be better.
4. Allow ESC functionality for when loading a project or creating base in case you, for example, forgot to check off some Output Maps or correct the Texel Density or something like that... ESC should cancel the entire operation and revert back, instead of stopping midway.
5. A possible implementation of Gradient Maps to be created based on 3DO and where the light is located. ie: if you position the light at the top of the model, where the light shines would be considered the high and the dark shadow area would be the low area... a quick way for you to be able to adjust and create the Gradient Output Map. OR a separate lighting feature in 3DO for Gradient Map that when moved, would update the textures based on its new position.
6. A new Mask feature that contours the edges of the selected Color ID and not based on the Normal/Curvature. (If this is already implemented, I did not see it)
EDIT: 7. Also 3DO settings should save between projects so that you dont have to turn off AO and Glow and reduce Spec on every new project if you know you won't be using them for preview.
Why is the anoying downloader always on top? I want to continue working on all my monitors while the new version downloads. Please fix this. It is annoying.
Second, when an update fails for what ever reason, There seems to be no option to have the updater check for an already downloaded update file. Instead it is always starting a fresh download.
Now to some suggestions:
1. I am with oskarkeo: I knew there was a function to disable visual updates. But wasn't able to find it. Maybe it would be a nice idea to to have a check box to disable updates in case you have to quickly do various tweaks, instead of having to hold alt all the time.
2. I would love to see 3DO to have the option for automatic mesh-updates and the option to quickly load different meshes into the viewer. Maybe I'm missing something here, but forcing a mesh reload was only possible by recreating the whole project. switching mehses would be dreat when you work on testures that are shared by various assets.
Yes please.
Also, perhaps add a checkbox to AO generation in nDo that makes it output a black/white AO instead of a coloured one? I mean, it's not a lot of work to add a B/W adjustment layer myself, it's just tedious when nDo should be able to do that for me.
If I would be able to paint my masks (edit them) in 3DO onto my mesh, I don't think I will ever use anything else besides Quixel Suite . Basically, painting masks in 3D (O) .
Other suggestion : when env maps are disabled, there are lights in the scene but we have no control on them. It would be nice to be able (at least) to change the number of them. It's easier to match a lighting model with one light before switching to the full environment lighting.
Thanks for the great Quixel tools !
Any suggestion?
Current method doesn't work very well with blurred ID maps unfortunately.
Toolbag's version is quite simplistic. Whenever I startup Toolbag on my un-licensed machine, Marmoset sends me an email with a link to transfer the license to said machine. Very quick and easy. Something like this would be great!
Oh also, texture rotation.
+30 to FBX import.
All of that^ And Also for myself I would like to see the return of a void material from the old Ddo. Sometimes I just want a deep black flat nothing through all maps (an example of this would be in a broken window)
Thanks for your reply Teddy.
I was actually talking about the way photoshop updates.
i'd prefer to be able to to pause the updates between photoshop and DDO. I don't have a problem with how 3DO updates.
oskar
Thats easier said then done, and whats annoying about selecting all verts and clicking connect?
You have to triangulate the mesh anyway before baking. If anything serves as a reminder.
would also really like a way to rotate a material so that wood grain, bricks or any patterns could match UV's
If either of these are possible I haven't been able to figure it out.
Everytime 3DO restarts (and happens quite ofter because of crashes) I need to reset the following fields, over and over, to match my render engine shaders setup:
- Specular
- Fresnel Reflections
- Conserve Specular Energy
- Conserve Diffuse Energy
- HDR background
...
That would be great to have presets for these settings saved somewhere, and saved along with a DDO project!
I'll second that with a request for custom shaders - not everyone is using PBR or basic blinn/phong.
And i have one question,can i use ndo and ddo legacy for creating texture to my indie game?
+1 to this, dynamask would be awesome to have to work along side a traditional photoshop workflow.
Yeah I agree too. Dynamask is the best part of dDo for me and having it as standalone would make it a permanent part of my texturing.
http://youtu.be/NLuhRGqJiqA
http://quixel.se/usermanual/quixelsuite/doku.php?id=ddo_maskeditor