Originally posted by 3DNATTY
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FStormRender for 3ds Max v1.5.1e
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Originally posted by kahein View PostGreat job Andrey !
if I can suggest.
- Adding a on/off checkbox on the scatter node and on each node available or a lookthroug or bypass statut.
- adding the possibility to paint over the surface directly like the Soulburnscript objet painter (http://www.neilblevins.com/art_asset...for_3dsmax.htm)
- add a little help or description of the node
- possibility to copy/paste the selected node or shift or ctrl or alt drag it to duplicate it
- adding a merge node to merge multiple object node to branch in one after if the list is not possible
- dont know if its possible, the possibility to select multiple nodes and have them in the right panel like nuke or fusion with a possibility to show a limit of 1 to x node in the right panel
- add a statut bar to see when fscatter is cooking the node.
- possibility to select from object/surface node the source used in the node
- possibility to show in the viewport the generator node selected in overlay
- possibility in the generator to choose the count preview of display as box mesh
- maybe add a scatter list like light lister
- test with heavy three in proxy, 1000 instance, the rt is really fast, it update instantly when i put a value but, i have a delay for the scatter editor to be usable and the viewport.
- some crash happen with black viewport try to refresh the cooking
"- possibility to copy/paste the selected node or shift or ctrl or alt drag it to duplicate it" - Node coping is implemented, I will release it a bit later.
"- adding the possibility to paint over the surface directly like the Soulburnscript objet painter" - this is a scatter, not a painter.
"- adding a merge node to merge multiple object node to branch in one after if the list is not possible" - You can connect several nodes to a single one for merging.
"- possibility to select from object/surface node the source used in the node
- possibility to show in the viewport the generator node selected in overlay
- possibility in the generator to choose the count preview of display as box mesh"
- I didn't get what it means
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Sorry i try to explain what i mean better.
+ Selecting the object source inside the node. If we want to edit the geometry , adding a button to select it. Its a function that's also miss in geopattern. Like this we don't have to find the source in the layer panel or try to find it if we have a big quantity of mesh used for scattering. Select source button.Z shortcut. Boom it's here. I can adjust my mesh.
+ This one is for a visual understanding of what we are doing.
When we select a geometry node. We don't see it in the viewport. If it possible to show in the viewport the bounding box like if they were selected.
+ The scatter object don't seems to affect viewport performance but for those who don't have a good configuration. Having the possibility in the generator node too reduce the number of bounding box display in the viewport not in the render.
+ For the painting I understand. Maybe a node to masking or vertex paint used as a distributor or a decimation better and more flexible than a texture map.
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+ possibility to branch a node between two existing node without having to debranch them like that we don't have to pause the RT or if the RT running the whole system don't disappear.
+ Add multiples selected node to be branch with one single clic and drag. Ex multiples generator selected can be branch once at a time to the next node.
+ Allow multiple output branching. Ex. Rotation if I take only this one could be only branch in output one time. If I want to use it in another scale we can't.
+ Add zoom tool to the schematic view.
+ Don't know if the processes is intel/ amd ,open CL, cuda dependant or multithreading but it seems the performance of the node graph view are influenced. with the same scene on two a different configuration the performance are really different.
+ Maybe a tool to determine the limit of generator that could be create before crashing or prevent the system to crash. 2x 3090 plus 64gb of vram and I already crash the system several times when reaching 10M generator.Last edited by kahein; 06-01-2022, 07:43 AM.
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I think the scattering should be completed with a particle generator or a painting particle point node distribution. And after those particles could be used by the generator. The particle generator node could be branch after by a decimation node where we can paint where we want them. Much precise than a texture or a dirt, distance map.Last edited by kahein; 06-01-2022, 07:39 AM.
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Version is updated to 1.5.1b
Changes:
• FStormScatter editor zoom
• FStormScatter editor node copping
• FStormScatter objects dencity controll
This version can't load previous FStormScatter objects. Please delete FStomScatter objects created with version 1.5.1b in a scene before update.
New demo scene
https://fstormrender.com/wa-data/publ...tDemo_2018.zip
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hi Kabra, it would be interesting to see something like this for new features of fstorm https://fstormrender.com/fstorm-1-3-6/ at least one time in 1 year?
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Version is updated to 1.5.1d
Changes:
• FStormScatter shape area controll
• FStormScatter preview object number controll
• FStorm Output texture supports clamp option
• custom material for gray material rendering
• FStormCamera viewport FOV limit
Bug fixes:
• inconsistent FStormFur and FStormScatter geometry generation
• FStormScatter crash with network rendering
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