Something I find quite annoying right now is that most of the time if I need to update/change the mesh for a project (say to use the same files, re-saved, for two different items with new input maps) I get stuck with a chrome mesh in 3DO.
Hopefully 3DO will be more flexible with this in the new version?!
It would definitely come in handy since now most of the time I just export and use my renderer for preview, obviously using 3DO would be faster, especially with the new Octane profile (since that's my engine of use).
Aeon Soul - That chrome effect could be due to changing the name of the meshgroup, that would cause 3do to loose connection to it and therefore it can not be rendered with textures.
For those who's getting bugs or crash, try installing your software on different disk drive. I mean dont install on c or your system drive. Just install on different directory. I installed mine in texture library which is full of pictures drive. Now its working flawlessly haven't got any problem in last month. {Just saying}
It's photoshop dependant in all the good ways. The complete power of PS with none of the stability issues of 1.8!
Doesn't some of the bugs or issues with 1.8.xxx come from photoshop updating their software, changing api's ect...
Won't their always be conflicts with 2.xx.x in that aspect of it?
Or does Adobe calibrate changes in code and api's with vendors who make plugins for them?
Aeon Soul - That chrome effect could be due to changing the name of the meshgroup, that would cause 3do to loose connection to it and therefore it can not be rendered with textures.
I usually pay attention to this, but I'll double check. Sometimes Maya has the habit to add prefixes and stuff...
Hey, what about few id mats on object? Like I have 3 different tilling textures on my object (for isntance, wood, bricks, concrete). I assume i would export object with seperate meshes (no problem with that), but will 2.0 handle this?
The new Youtube video and splash page has absolutely blown my mind - beaten all expectations and raised my excitement levels to nearly unbearable levels... I won't bother to ask when it'll be released, I just hope that this means it'll be soon enough that I don't actually implode.
8K painting.... would be awesome but I'll believe it when I see it. Although just responsive 4K painting would be great considering your main competition absolutely grinds to a halt past 2K.
Is the Octane calibration still a possibility, even with the lack of any IOR input?
Or they can do something unique instead of copying something else?
Steve Jobs never had a single unique idea in his entire life. he didn't invent the cell phone, he copied someone else and made it better. Words to live by.
Also that one guys signature on here about Henry Ford "If I asked what people wanted they would of asked for faster horses" I love that one.
The 2.0 sneak peek video is VERY enticing. One thing I failed to notice though - any mention of OS X version?! Pretty please! *sigh* I'm using Substance Painter on the Mac side, but am willing to go over to the dark side and Boot Camp into Windows 10 to finally use the version of Quixel Suite that I purchased to support you guys.
1) How can one join the closed beta?
2) I am on PS CS3, QS runs much better on there than the CC version (and I just quit using the CC version entirely), what is the lowest version of PS QS2.0 supports?
3) What is viewport performance light?
4) Can 2.0 bake from high>low poly meshes with the new baker?
OSX support will be Quixel's priority right after the release of Quixel Suite 2.0 IIRC
2) I am on PS CS3, QS runs much better on there than the CC version (and I just quit using the CC version entirely), what is the lowest version of PS QS2.0 supports?
Adobe has dropped Flash support and many other technical things since Photoshop CC 2014.Maybe Quixel Suite is compatible with both HTML5 and Flash panels,or they used another technique to overcome this problem.
This issue has i think been the most problematic thing in 1.8,but they probably got it solved.
Adobe has dropped Flash support and many other technical things since Photoshop CC 2014.Maybe Quixel Suite is compatible with both HTML5 and Flash panels,or they used another technique to overcome this problem.
This issue has i think been the most problematic thing in 1.8,but they probably got it solved.
Thanks for the info! I'm hoping it is fixed. It's one of the biggest problems for me using QS. Really most of the time it wouldn't even run. But with a clean slate (ie, no PS CC), things are better now.
Either way, I'm looking forward to seeing what they have cooked up.
Another question:
5) How does QS2.0 handle (if at all) multi-tile UVs or UDIMs?
Hi everyone! Sorry for late reply here, I got hit with a wave of questions after we released the video yesterday! Im very happy that you all seem excited For those who are wondering, they painting is very smooth in 8K as well! Mac version will get full attention from DDO team after 2.0 release. I don't know how long the 30% will go on. I will try to go through all your questions soon here.
Could I possibly suggest to tie in with the launch of 2.0, that the Quixel team creates a number of tutorials for various situations just so we can properly understand how best to make use of Quixel? I know I'd definitely appreciate that.
Cypher - for sure! Lack of tutorials have been a huge problem for us, we're working on several right now as we speak! Any suggestion of what you would like to see if greatly appreciated
Replies
is 2.0 stand-alone or still dependant on Photoshop?
I certainly hope so, because when it works it's a fantastic piece of software.
Same question from me please answer:)
Something I find quite annoying right now is that most of the time if I need to update/change the mesh for a project (say to use the same files, re-saved, for two different items with new input maps) I get stuck with a chrome mesh in 3DO.
Hopefully 3DO will be more flexible with this in the new version?!
It would definitely come in handy since now most of the time I just export and use my renderer for preview, obviously using 3DO would be faster, especially with the new Octane profile (since that's my engine of use).
Won't their always be conflicts with 2.xx.x in that aspect of it?
Or does Adobe calibrate changes in code and api's with vendors who make plugins for them?
Tungerz - some, we need to stay on top of it if and when it happens. starting a closer relationship with adobe will be a good first step.
MRRadioactuve - no problem, we cant wait to give it to you guys
Maybe the best quote I have ever seen used in a trailer/reveal
[ame]https://www.youtube.com/watch?v=3ugVuyCXjss[/ame]
Well done guys :thumbup:
Can I start holding my breath?
This is awesome.
It looks even better than I imagined!
NO, that can't be true. It would look better if running on my PC
Is the Octane calibration still a possibility, even with the lack of any IOR input?
i agree.
So.... December 2017?
Or they can do something unique instead of copying something else?
What song is that in the video anyone know?
If I behave really nicely, is there a way to get into the beta?
Steve Jobs never had a single unique idea in his entire life. he didn't invent the cell phone, he copied someone else and made it better. Words to live by.
Also that one guys signature on here about Henry Ford "If I asked what people wanted they would of asked for faster horses" I love that one.
Just curious
"Good artists copy, Great artists steal homie" - Pablo Picasso
LOL, you can do that with Substance Painter from ages... and don't require Photoshop to work.. I am not sure why you are so impressed.
at 4k it's really hard to paint in SP
But seriously - OS X support!!
1) How can one join the closed beta?
2) I am on PS CS3, QS runs much better on there than the CC version (and I just quit using the CC version entirely), what is the lowest version of PS QS2.0 supports?
3) What is viewport performance light?
4) Can 2.0 bake from high>low poly meshes with the new baker?
Thanks!
Adobe has dropped Flash support and many other technical things since Photoshop CC 2014.Maybe Quixel Suite is compatible with both HTML5 and Flash panels,or they used another technique to overcome this problem.
This issue has i think been the most problematic thing in 1.8,but they probably got it solved.
Thanks for the info! I'm hoping it is fixed. It's one of the biggest problems for me using QS. Really most of the time it wouldn't even run. But with a clean slate (ie, no PS CC), things are better now.
Either way, I'm looking forward to seeing what they have cooked up.
Another question:
5) How does QS2.0 handle (if at all) multi-tile UVs or UDIMs?
And yet you're here, and not on the SP forum...
Could I possibly suggest to tie in with the launch of 2.0, that the Quixel team creates a number of tutorials for various situations just so we can properly understand how best to make use of Quixel? I know I'd definitely appreciate that.