Hi, cool script. I tried to follow you on gumroad so I can purchase this later when I need it, but you never filled out your page so I can't follow you on gumroad.
I've been working on a Modo plugin for speeding up the process of baking and exporting to Painter. Also has support from quality presets and bake morphs (for exploding things).
Porting Stephen Hill's and K. Narkowicz's ACES approximations over to Toolbag. I'm very new to writing code and it's been a fun challenge. I have the color space conversions working, but not exactly sure where they fit around the ODT so it might not be 100% perfect yet.
I created a small script to prepare my meshes in 3ds Max for 'match by name' baking in substance. Have been using it for quite some time now and decided to make it available for everyone who is interested in having a look at it.
I'm determined to find a way to make Active/Optical Camouflage as an opaque material setup - so something that would function on the horizon, doesn't quite hold up close-range. Got something like high-tech frosted glass so far :P
Hi, I'm working on some scripts for faster workflow in Substance Painter. I would like someone to test them first before I release them. If you are interested give me an e-mail at buliarca@yahoo.com This is a small screen grab from it: you can check this link to see more: https://gammy-balances.000webhostapp.com/qAct/help.html
more boolean clean up..... path creation tool using a spline to mark the path which is then cut into the mesh (still needs work, quads for the path and path aligned uv's in another map channel and a few spurious situations or places where my routines fail and an absolute pain to track down)
One week ago I found what my team spend a lot of time for reviewing
UV and padding. So I decided to wrote script for Maya for checking
padding. Main condition was - Maya LT, so I can use only MEL…
I solved the problem. In few words: calculate hypotenuse from Point C
(vertex) to A and B points (edge vertices) using minimum padding (small
cathetus CD) and compare (AD+DB) with real edge length (AB). And some
simple (or not
) conditions, exceptions, inspections… And a lot of optimization,
because at first time all worked great… but spent a a lot of time…
Also at begun I checked harden/soften edges+saved them in list, so at the end I assign them back.
small GIF presents result, Pinned vertexes have small padding to near UV shell:
The gif is too fast, is it scaling the shells up so there is only 8 pixels of padding between all of them? And if so that would be really helpful I think you should sell the script on the gumroad if you can get that working.
more boolean clean up..... path creation tool using a spline to mark the path which is then cut into the mesh (still needs work, quads for the path and path aligned uv's in another map channel and a few spurious situations or places where my routines fail and an absolute pain to track down)
this is looking awesome, would be a huge time saver for certain modeling techniques. I'm currently doing this manually via shapemerge and it's a p.i.t.a. scripting with shapemerge is impossible as well so i've been at a roadblock for a while. Does your method scale well with higher density meshes? how about multiple splines per mesh? (i.e 10 - 20) i know you're in the early stages with this but it looks very promising for organic hardsurface panel seams.
I just released a mini plugin for ZBrush, that helps to speed up Quicksaving time and Autosave stability by deleting all unselected Tools.
These get stored while saving as well and are a bit tedious to clean manually.
this is looking awesome, would be a huge time saver for certain modeling
techniques. I'm currently doing this manually via shapemerge and it's a
p.i.t.a. scripting with shapemerge is impossible as well so i've been
at a roadblock for a while. Does your method scale well with higher
density meshes? how about multiple splines per mesh? (i.e 10 - 20) i
know you're in the early stages with this but it looks very promising
for organic hardsurface panel seams.
turned into a dead end, it was based on some poly mesh boolean routines in the SDK which turn out too be far to flakey and unreliable and unpredictable to use in any kind of tool. The whole of editable poly in max is PITA bug ridden mess probably why there are so few quality tools doing this sort of thing.
this is looking awesome, would be a huge time saver for certain modeling
techniques. I'm currently doing this manually via shapemerge and it's a
p.i.t.a. scripting with shapemerge is impossible as well so i've been
at a roadblock for a while. Does your method scale well with higher
density meshes? how about multiple splines per mesh? (i.e 10 - 20) i
know you're in the early stages with this but it looks very promising
for organic hardsurface panel seams.
turned into a dead end, it was based on some poly mesh boolean routines in the SDK which turn out too be far to flakey and unreliable and unpredictable to use in any kind of tool. The whole of editable poly in max is PITA bug ridden mess probably why there are so few quality tools doing this sort of thing.
that's cool, i'm rooting for ya. I'm not a programmer, but i've always wondered if it's possible to write a class adjacent to editable poly that's geared more towards booleans and "next gen" modeling techniques seen in other packages. something that maybe has less functionally than editable poly, but is faster when i comes to a non-destructive workflow with compound objects. That's a monumental task tho I'm sure.
manage to get to a, I hope reliable, cutting/projection routine that can handle all the border conditions (after about 5 attempts). It uses a mesh "traverse" algorithm so only uses one mesh ray intersect so it's pretty quick (6-7 times faster than uses max's poly boolean which is always nice )
I had a revelation/epiphany about the clean up (it wasn't going well ! ) the whole process will be a tad slower but i've got frame rate to burn
damn this is looking awesome, look forward to seeing where it goes. do you think custom uv mapping would be an option? ie mapping follows spline and user can set the uv coords ( mapping region of tiling texture ). also let's see it on a mesh that's 10 000 polys
so being a stubborn fool I decided the way forward was to write my own cutting routines as the max sdk ones are so flakey. So I create a testing modifier so I can well test them... but to test the test modifier i thought I would use the buggy max cut routines and if to prove a point the first try of it and bingo...
the modifier is 2 moveable points so i can test various cuts but as you can see as the end cut point moves across the edge the max routine get the edge fraction wrong ("flipped") and this is not the worst of the issues they throw up It's funny that editable poly doen't seem too bad from a mxs perspective but from the SDK it a veritable buggy crash fest. We need some hybrid class with all robustness of trimesh and the component tagging of editable poly.
Finally found out how to modify brushes in Photoshop with scripts, next Scriptorator update will include the brush mod scripts like changing rotation, opacity, toggling blend modes
I've prototyped this on the weekend. It's doing a pipe boolean and then re-aligns the pipe geo to the initial edge selection to create a hard edge again.
Well that looks like another fantastic tool ! Very curious to see what kind of results one could get out primitives that are as optimized/lowpoly as possible.
Well that looks like another fantastic tool ! Very curious to see what kind of results one could get out primitives that are as optimized/lowpoly as possible.
If you send me an example I can use it for testing.
Added a False Color viewmode in Toolbag's post-process shader to apply it to all the custom tonemappers and to repurpose one of the existing inputs since I can't add any custom ones.
I use the SharpnessLimit parameter to control the opacity of the false color overlay. Two examples with different levels of opacity for the false color.
Probably not the most optimized, since it's just a bunch of Ifs to get the range for black clip, near black clip, white clip, near white clip, mid-gray and one stop above mid-gray.
Moving over to 2.80, I've built an f2-like tool for
2.80 and did some improvements to it. It's about smart face creation.
I'm doing a single vert selection at the beginning and merge 2 verts
manually shortly after. Other than that, I just keep running the tool over and over again.
Hi All, This is WIP Maya script to cut and snap to the higher resolution loop.
Use Select Edge loops and it will add the vertices on the missing areas and it will snap it to the higher count loop. It's mostly used if you want to weld terrain to the road or so.
p.s : I am doing this for my second version of the Nitropoly. Even more tools will be added to that.
@srivignesh That's cool, I've been using something similar for quite some time. It doesn't handle uneven vert counts like yours does however. I'm gonna add that as well now Great stuff!
You guys have no clue how long I wanted to post something in here!
I made an addon for Blender. It lets you save out your images (and animations) automatically with a keyword based system (you dont need to use the keywords though). It also searches through the destination folder and retrieves a new file version number, saves your scene on rendering (even incrementally, if you like) and turns off your PC afterwards.
Its in closed alpha right now, so if anybody would like to give it a go or has improvement suggestions, please do hit me up!
I made a small script called Bevel Modifier. It will modifies the bevel which is already created.Also it works on triangels and N-gons in case you are wondering.
use:
Select any number of edge loop (no intersection of loops) and use the "Bevel +" to increase and "Bevel -" to decrease the bevel value. As you can see the value on the left is that how much you want to increase/decrease. it will be very useful if you note down that value and you want to do the same adjustment for different object(s).
p.s : I am doing this for my second version of the Nitropoly. So you will get this soon.
Hello All, One more very small Maya script. I couldn't come up with better name for this tool so, i currently named it as Vert-Edge Connector. I used normal connect tool, but it's connecting with the center of the edge selected. So, i come up with this to connect straight.
use Enter into Multi mode so you can select both vertex and edge, then connect using my tool.
p.s : I am doing this for my second version of the Nitropoly. So you will get this soon.
Hello Again, One more tool for Maya, inspired from blender GridFill Tool. I used coons patch if anybody know better than that please suggest me. use Basically we need to select two edge loops which are opposite and GridFill it.
p.s : I am doing this for my second version of the Nitropoly. So you will get this soon.
I made a small script called Bevel Modifier. It will modifies the bevel which is already created.Also it works on triangels and N-gons in case you are wondering.
use:
Select any number of edge loop (no intersection of loops) and use the "Bevel +" to increase and "Bevel -" to decrease the bevel value. As you can see the value on the left is that how much you want to increase/decrease. it will be very useful if you note down that value and you want to do the same adjustment for different object(s).
p.s : I am doing this for my second version of the Nitropoly. So you will get this soon.
Replies
"Search Overlap" for Maya
- Select all overlapped UV shells
- Shift them to the side (so they will not take part in the baking process)
- During this process symmetry will be also taken into account
Demo video:this plug-in is on:
https://gumroad.com/l/SearchOverlap
I never posted here before, but it's time to:
So currently on this one: Octopus for 3dsmax
Also has support from quality presets and bake morphs (for exploding things).
ACES LUT for Painter (crosspost)
Porting Stephen Hill's and K. Narkowicz's ACES approximations over to Toolbag. I'm very new to writing code and it's been a fun challenge. I have the color space conversions working, but not exactly sure where they fit around the ODT so it might not be 100% perfect yet.
EDIT:
Updated to make it much more like the intended material (thin metal fuselage):
I hope to record part 5 tomorrow evening.
This is a small screen grab from it:
you can check this link to see more:
https://gammy-balances.000webhostapp.com/qAct/help.html
Hi everyone.
One week ago I found what my team spend a lot of time for reviewing UV and padding. So I decided to wrote script for Maya for checking padding. Main condition was - Maya LT, so I can use only MEL…
I solved the problem. In few words: calculate hypotenuse from Point C (vertex) to A and B points (edge vertices) using minimum padding (small cathetus CD) and compare (AD+DB) with real edge length (AB). And some simple (or not
) conditions, exceptions, inspections… And a lot of optimization,
because at first time all worked great… but spent a a lot of time…
Also at begun I checked harden/soften edges+saved them in list, so at the end I assign them back.
small GIF presents result, Pinned vertexes have small padding to near UV shell:
I just released a mini plugin for ZBrush, that helps to speed up Quicksaving time and Autosave stability by deleting all unselected Tools. These get stored while saving as well and are a bit tedious to clean manually.
You can download it here for free: https://gum.co/HBLvy
Info on all the scripts
Teaser:
And they're available on my Gumroad and Cubebrush
perhaps it's worth taking a leaf out of maya's book, drawing a preview line and not committing the cut until the user has palm smashed the keyboard ?
I use the SharpnessLimit parameter to control the opacity of the false color overlay. Two examples with different levels of opacity for the false color.
Probably not the most optimized, since it's just a bunch of Ifs to get the range for black clip, near black clip, white clip, near white clip, mid-gray and one stop above mid-gray.
This is WIP Maya script to cut and snap to the higher resolution loop.
Use
Select Edge loops and it will add the vertices on the missing areas and it will snap it to the higher count loop. It's mostly used if you want to weld terrain to the road or so.
p.s : I am doing this for my second version of the Nitropoly. Even more tools will be added to that.
I made an addon for Blender.
It lets you save out your images (and animations) automatically with a keyword based system (you dont need to use the keywords though).
It also searches through the destination folder and retrieves a new file version number, saves your scene on rendering (even incrementally, if you like) and turns off your PC afterwards.
Its in closed alpha right now, so if anybody would like to give it a go or has improvement suggestions, please do hit me up!
One more very small Maya script. I couldn't come up with better name for this tool so, i currently named it as Vert-Edge Connector.
I used normal connect tool, but it's connecting with the center of the edge selected. So, i come up with this to connect straight.
use
Enter into Multi mode so you can select both vertex and edge, then connect using my tool.
p.s : I am doing this for my second version of the Nitropoly. So you will get this soon.
I just wrapped up version 1.2 of my ZBrush Plugin FJTools
If you are interested to learn more about the plugin check out the Polycount thread!
One more tool for Maya, inspired from blender GridFill Tool. I used coons patch if anybody know better than that please suggest me.
use
Basically we need to select two edge loops which are opposite and GridFill it.
p.s : I am doing this for my second version of the Nitropoly. So you will get this soon.