Well Matt has just released new info on the beta. Definately some great new additions, I especially like the mask painter. What do you guys think of the additions, heard or unheard of before? I'm interested to see how the painter shader works, like the terrain sculpt tool in 0.9?
Hi,
Attached is an image showing the Painted Shader in use as a density shader for a population. I painted my name ( I'm so creative ;-) in the shader preview, but could also have done it in the 3D Preview. It's not a tremendously exciting example, but it gives an indication of the possibilities.
Regards,
Jo
so this is just like painted eco systems in vue thats awesome!
Fantastic, this is very exciting now!
Looks delicious ! :=)
YEAH GREAT NEWS! can you paint in the big preview window?
edit sorry you already said that :P thats awesome this is really going improve terragens workflow are you taking the limit of 16 shaders per object?
Sweet! Thanks for the info Matt and Jo.
Awesome!!
Great news, looking forward to it :)
Just a few thoughts as I drink my morning coffee ...
Painter Shader looks cool, especially since it looks to work in camera view.
Undo and Undo History, wow now this really is going to change how we work in TG.
Rock Object, thought it was gona' be dumped, never really used it (was way too buggy), looking forward to giving it a go.
Cloud Layer V2 improvements, looking for ward to checkin this out, faster better clouds is always a god thing.
AA filters and Bloom, both much needed and very welcome.
Enable test colour, looks useful although I think I kinda use shaders that way anyway (stick a really bright colour in to test placement/distribution).
Most of the rest seem like bug squashing and as such are very welcome.
Richard
QuoteFixed a bug where using custom input presets stopped shift-click multiple selection working in the network view.
This was a problem I couldn't get around with custom bindings, I'm glad it's fixed.
Is there a 'redo' function to accompany the 'undo'? i.e: undo=ctrl+z, redo=ctrl+y(or other such key). And, is there a limit to redoing undo's if this is a supported function?
Hi Dandelo,
Currently Redo is not supported but it will be in the future. Supporting undo was quite a lot of work in and of itself. I was going to do undo and redo at the same time but decided to just get undo working first up. When redo is supported it should have the same limits as undo, which is currently only limited by available memory and in the future may become unlimited.
Regards,
Jo
Oh this is all very exciting :D
QuoteFixed a problem with the finish and display of renders:
I'm really glad this one has been fixed. I'd really started to notice this when doing a lot of fast test renders.
QuoteRock object improvements
Yeah so we can use the rock object now. I think this has been broken from day one, so it's good to see it's finally been fixed.
Quote"Microvertex jittering" option in the renderer
I'm rendering an image right now where I can see parallel lines in the subdivision pattern so hopefully this fix will reduce/get rid of it.
Also the undo and painter shader are the big headline features. Look forward to trying these out.
Just: YAY!!!
Can't wait to try the painting tool and Rock object!!
Sounds Awesome!!! I guess I will have to start saving up for a better machine so I can take advantage of all the new goodies. :)
Quote from: sonshine777 on October 21, 2008, 11:04:11 AM
Sounds Awesome!!! I guess I will have to start saving up for a better machine so I can take advantage of all the new goodies. :)
How about a core i7
Quote from: reck on October 21, 2008, 11:14:47 AM
Quote from: sonshine777 on October 21, 2008, 11:04:11 AM
Sounds Awesome!!! I guess I will have to start saving up for a better machine so I can take advantage of all the new goodies. :)
How about a core i7
I've been salivating over some of the stuff in this thread:
http://forums.planetside.co.uk/index.php?topic=4981.0
It's just a matter of time/money. :)
This is great news.
I'm really looking forward to the painting tool and the rock object.
- Terje
Multi-threaded cloud speed optimizations, that's always good ;-)
Great news. I'm really looking forward to the painting tool.
Have you added a mask channel for object specularity?
Quote from: gregsandor on October 21, 2008, 08:14:02 PM
Have you added a mask channel for object specularity?
Not yet, sorry.
Matt
Been using TG a fair bit of late -this is great news! :)
monks
Quote from: lightning on October 20, 2008, 09:07:24 PM
so this is just like painted eco systems in vue thats awesome!
It has a similar functionality, but I believe it is generally more versatile in that it can be used to mask or apply color to any surface, as well as populations.
Unfortunately the 16 shader material limit for objects remains. That will likely be fixed in an update following release.
- Oshyan
Hi,
With Vue you end up painting individual instances, whereas with the painted shader you're effectively painting the density mask for the population, and the populator still places the instances as before. You can get a similar effect to Vue's ecosystems by creating a number of populators with different models and using the same painted shader as the density mask for each. With the painted shader you can currently paint in the 3D Preview at any angle, wheres with Vue you only seem to able to paint in a plan view. It's still early days with the painted shader though and we may need to change the way it works in the future. It's not especially refined right now, but you can do some cool stuff with it nevertheless.
Regards,
Jo
Will we be able to export that painted density mask?
Quote from: jo on October 23, 2008, 03:28:07 AM
Hi,
With Vue you end up painting individual instances, whereas with the painted shader you're effectively painting the density mask for the population, and the populator still places the instances as before. You can get a similar effect to Vue's ecosystems by creating a number of populators with different models and using the same painted shader as the density mask for each. With the painted shader you can currently paint in the 3D Preview at any angle, wheres with Vue you only seem to able to paint in a plan view. It's still early days with the painted shader though and we may need to change the way it works in the future. It's not especially refined right now, but you can do some cool stuff with it nevertheless.
Regards,
Jo
um this actually sounds better than the eco system :)
its really going to cut down recorces as well because you will be able to paint your mask only where the camera is pointed which is great!
Also are you going to add more options to the object preview? i think bounding boxes are very crude and thus not very accurate :( what i would like is just a very simple openglbillboard option (like vues) with a simple click i would be able to see exactly where i have placed each of my plants without having to render every 2 minutes to see if everything looks ok will this be added in future releases?
Quote from: gregsandor on October 23, 2008, 04:10:59 AM
Will we be able to export that painted density mask?
yes this would be good if you would want to edit your mask in PS or something :)
Wow. It took me a while to get to this. Awesome!
Quote from: gregsandor on October 23, 2008, 04:10:59 AM
Will we be able to export that painted density mask?
Not yet, but it's on the to-do list.
Matt
We probably won't be able to make any significant improvements to object previews before release, but we definitely want to in the future. We recognize it's difficult to work with objects right now partly because of that.
- Oshyan
That's good to know Oshyan ;)
Oh, and nice logo Lighting, you're really getting that site on the road!
One tiny suggestion: Make the error tab have timestamps on the errors and the possibility to clear them. I know it's not the most important thing but still I think it would be helpfull.