Oh yes i almost forgot. Do you guys adding more render calibration? like Arnold render, Vray, red shift etc?
Yes! Arnold and Vray calibration profiles are in 2.0. Red shift is not yet, i am not sure what input maps it uses, maybe it works with a profile that is similar.
No! It would be best if we could just save our own calibration profiles. Otherwise all of us working with inhouse engines have to fiddle around with the profiles and reverse engineer what is what in which profile.
We also need roughness output and support. At the moment it is almost impossible to use (for us) because of the Spec-Gloss-only approach.
We use the Color-information from Albedo Texture as Specular-Color of Metal.
cool, thanks! Just for clarification. It looks fine in UE4. But we cant use the UE4 calibration profile because of this. Maybe the best thing would be to have the possibility to configure and save your own calibration profiles. Or at least have one "basic" roughness profile where everything is pretty much standard.
Is it that 3DO isn't previewing the actual output into the engine? That's definitely a known issue. 3DO2 actually has 1-1 previewing with Unreal via GGX shading and a bit of other programmer magic, so with Suite 2, what you see is what you get.
From reading this thread i know i must sound like a hickup or a broken record. But. How far away are you from launching? Will it be like a sweet X-mas gift mayhaps?
From reading this thread i know i must sound like a hickup or a broken record. But. How far away are you from launching? Will it be like a sweet X-mas gift mayhaps?
I can can confirm that it will definitely be before Christmas !
Also, the UE4 Calibration and export has got an overhaul in 2.0 And i have tested it as well, for me it is 1 to 1 now from 3do to ue4.
Will you be able to prioritize submasks in the mask editor in 2.0? It's one thing i've always found a little frustrating currently in dDo.
With most masks I feel like there is one or two submasks that I feel are more important then others but so often get pushed back once other mask layers have been added.
For example, AO is great for dirt and the Cav maps are great for edge ware, I get them turned on, tweaked to my liking and then add some image masks and it can sometimes have a departmental effect on the overall mask. I want that detail from the image there but I want to say "Hay! This cavity mask is the important bit here"
I guess really its the order in the layers that dictate this kind of stuff... Maybe something like dragging up and down the submasks in the mask editor to reorder and prioritize would achieve this.
This could be something already there though but i've just not seen it
I can can confirm that it will definitely be before Christmas !
That's some great news! Will there be something like an open beta or can we apply anywhere for beta access? I'd love to get my hands on this amazing tool instantly
I can can confirm that it will definitely be before Christmas !
That's some great news! Will there be something like an open beta or can we apply anywhere for beta access? I'd love to get my hands on this amazing tool instantly
There is currently a closed Beta running. There will no longer be any invites to the Beta though since it is so close to release. I cannot give you an exact Date. But i think before Christmas is a good enough date
I can can confirm that it will definitely be before Christmas !
That's some great news! Will there be something like an open beta or can we apply anywhere for beta access? I'd love to get my hands on this amazing tool instantly
There is currently a closed Beta running. There will no longer be any invites to the Beta though since it is so close to release. I cannot give you an exact Date. But i think before Christmas is a good enough date
It definitely is good enough! And thanks for the explanation, I understand. Guess I'll just have to wait a bit longer then
I've not seen much of this mentioned yet. I was wondering how hand painted textures would work in 2.0, and is it comparable to 3dcoat? (sorry for comparing programs, but i meant workflow similarities). Ive only had little time to work with quixel suite 1.8, so i've never actually tried to do hand painted stuff yet.. as i prefer the 3d texturing method over 2d texturing.
Hopefully some news there. Maybe you have some examples?
I've watched it countless times thank you haha. Just curious if you had examples of hand painted stuff done in 2.0, so artwork like blizzard or Riot Games.
Oh, I'm sorry - I completely misunderstood. I thought you meant hand-painted in the 3D sense, that one hand paints manually in 3D. You're referring to the style. I don't have any examples with me currently, but I can ask around and see what I can get for you!
Oh, I'm sorry - I completely misunderstood. I thought you meant hand-painted in the 3D sense, that one hand paints manually in 3D. You're referring to the style. I don't have any examples with me currently, but I can ask around and see what I can get for you!
That'd be awesome, really. It would be great to see more support to hand-painted texturing. 1.8 had a nice example with the orc, but I've always felt it was lacking in that area (as in projects with breakdowns/process videos)
Oh, I'm sorry - I completely misunderstood. I thought you meant hand-painted in the 3D sense, that one hand paints manually in 3D. You're referring to the style. I don't have any examples with me currently, but I can ask around and see what I can get for you!
Please and thank you! this a big selling point for me! I already have my pre order, just crossing fingers for release soon.
ahhh i was on the page a minute before, debating on to pull the trigger, i reload the site and bought it but had to pay $10 extra for my lateness (i missed the preorder time) i shall now have to console myself with a mince pie.
Hi, I see there is a 25% discount going on. I already own DDO, but from my user account I don't see any option to buy nDO *only* so that I'd have a full "suite", there seems to be only option to buy full suite, no option to upgrade to add nDO...? And if there was, would there be a 25% discount for that?
Hi, I've had an license for the suite for about a year and I downloaded the update today but I only seem to be able to access Ddo. I've since been on the website and it looks like I no longer have a license for Ndo. Now for some reason I have 2 licenses for Ddo. Not really sure whats going on hopefully someone can get back to me. Thanks.
I bought the suite last year, and for some reason my dDo license that came with the Suite has converted into nDo license, so now I have 3 of them and 0 dDo licenses. I've contacted support via Quixel's site. Just thought I'd comment in this thread, in case someone else has encountered something alike.
Replies
We also need roughness output and support. At the moment it is almost impossible to use (for us) because of the Spec-Gloss-only approach.
We use the Color-information from Albedo Texture as Specular-Color of Metal.
Makes the preview appear completely different from the end result (ingame).
Just for clarification. It looks fine in UE4. But we cant use the UE4 calibration profile because of this. Maybe the best thing would be to have the possibility to configure and save your own calibration profiles. Or at least have one "basic" roughness profile where everything is pretty much standard.
Will it be like a sweet X-mas gift mayhaps?
I can can confirm that it will definitely be before Christmas !
Also, the UE4 Calibration and export has got an overhaul in 2.0 And i have tested it as well, for me it is 1 to 1 now from 3do to ue4.
I found the profiles. This was causing the problems:
case "Gloss":
SetMapType("Roughness");
var roughness = GetMergedMap();
ApplyGGXCurve(true);
Invert();
I changed GGXCurve from true to false and saved as new profile and it just worked like a charm! Perfect!
But can anyone explain why UE4 needs the GGXCurve applied?? Whats the benefit of that?
With most masks I feel like there is one or two submasks that I feel are more important then others but so often get pushed back once other mask layers have been added.
For example, AO is great for dirt and the Cav maps are great for edge ware, I get them turned on, tweaked to my liking and then add some image masks and it can sometimes have a departmental effect on the overall mask. I want that detail from the image there but I want to say "Hay! This cavity mask is the important bit here"
I guess really its the order in the layers that dictate this kind of stuff... Maybe something like dragging up and down the submasks in the mask editor to reorder and prioritize would achieve this.
This could be something already there though but i've just not seen it
I've not seen much of this mentioned yet. I was wondering how hand painted textures would work in 2.0, and is it comparable to 3dcoat? (sorry for comparing programs, but i meant workflow similarities).
Ive only had little time to work with quixel suite 1.8, so i've never actually tried to do hand painted stuff yet.. as i prefer the 3d texturing method over 2d texturing.
Hopefully some news there. Maybe you have some examples?
Goodbye weekend plans
I'll hold off downloading it until the update.
Is 3do seperate? I thought this was part of the Suite
I've contacted support via Quixel's site. Just thought I'd comment in this thread, in case someone else has encountered something alike.
EDIT: Fixed. Thank you!
Been like this for over 2 hours now:
cheers
up and running now !!!
Cheers