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barkest

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Everything posted by barkest

  1. Saying we are fixing a bunch of stuff and missing out lots of stuff that needed fixing seems to me that 2019 was in fact a dot release. It was running downstairs at Christmas only to find that last years gifts had been painted and re-wrapped and I had paid for the paint.
  2. Having to create a separate plane to texture a stair landing is ridiculous. C4D is just as bad with BP and everyone over there is as equally confused as to why there have been no updates for years. In the meantime users have provided their own solutions. I have a few dollar plugin to do what BP does not do. The point is that if some guy in his bedroom can create a solution.........
  3. Thank you for the reply. This of course is an existing system that needs improvement. I apologise for beating this subject to death but in the UK VW is the most used tool for Interior Design and although I do not understand your company's inner workings I am sure you know much better than I do how to run you business. As an experienced render person you know that Lighting and Texturing can take a below average offering and make it look great. The converse is also true and the current methods are stone age in comparison to so many other products. Thank you again
  4. Early days but I have not seen anything so far that addresses the main issue (for me anyway) for interior designers which is the ability to texture objects correctly. It was disappointing but not unsurprising that the promo video only applied a single colour to the Sub-D object (the big orange/yellow shiny what on earth is it object) as you cannot apply a pattern. Applying the single colour is a cover up for the deficiencies of the tool. A shame but I am hopeful that I missed a lot that is in there for us and its only a matter of time before it comes to the surface. I am certainly looking forward to the new stair tool as the old one was a flipping nightmare (and texturing it was awful)
  5. Still looking for that big ticket item (maybe I missed it)
  6. As it turns out its not OT. With mobile VR you are working with a phone processor and not a lot of memory so you have to build accordingly. Textures have to be optimised and so does lighting. Clearly real time lighting is not going to work so you have to 'bake' the lighting. When you bake the lighting Unity can generate a lightmap for you which means it will UV unwrap your model. I have found that the model has to be made in a certain way for this to work properly and its much easier for me to supply the UV map rather than take the auto one as I get much better results. The thread name says 'What is the best VR device' but this only tells part of the story. You can have the best device in the world but if you do not build properly for it then the results will be poor. So UV mapping is pretty much essential to get a) realism b) efficiency in VR - not OT
  7. Texturing in VW is very poor indeed and the proof is that in some cases you have to extract the face to texture it. This is a workaround and has been in place as long as I have used VW. Texturing is up there with lighting yet continues to be ignored year after year. The sub-d tool never took off (look at the number of posts on its board) because you cannot texture it (apart from a single color). I doubt it will change with 2019. Honestly VW is in the 90s with texturing and the answer that I had once which was to use C4D. More cost to use an application with BodyPaint that is slated every year for being massively out of date. And in the latest C4D release nothing changed. Why are they so opposed to UV mapping/tools when the whole flipping industry cries out for them in other applications. (apologies for the rant but it hit a nerve)
  8. No but try it and see - create a cube in VW, add a texture (not a colour), export to fbx and drop into Unity UV Mapping - youtube Best thing to do is to start working on this stuff
  9. The Oculus GO has its own chip. This means you just generate an .apk file as you would with your phone and then upload to the GO - its as simple as that. The GO is completely independent. Google it Chargeable means you can charge the client $$ for the headset because it is so cheap. But yes you can charge the headset via usb c VW to Unity is fine but long term you need a way to UV Map the resulting model and VW doesn't do that (I have moaned for years so won't start now). Honestly that is long term and first get a build working then worry about the intermediate software. Teleportation has nothing to do with C4D its all in Unity. I went down the daydream route and its fine to start with but Oculus GO is the better solution. Your choice but once you see your work in VR you will want to share it and that means the GO (long term).
  10. Sorry no For interest I dropped Daydream for Oculus GO (200 bucks). The issue with daydream is that you need a phone and to pass it around so kids to roam is massively restricting. You can buy a GO and then charge it to the project - no phone required and a very cheap solution. Even if its not chargeable then it gets your work out there. You can have large projects but you have to make sure that the geometry, textures, lighting etc. suits the requirement. With playground equipment I don't see too many issues. I am currently building a ship's bridge simulator and its getting along fine.
  11. Yes absolutely as I have done this myself with a Pixel 2 xl Google have a number of examples to work from: https://unity3d.com/partners/google/daydream You need 2 parts - being able to click objects and to teleport then your good to go The results are very good. Initially just open up Unity and create a cube (which is the object you want to click) and a plane to stand on and teleport around. Once you have mastered this then its just a case of switching out the cube and plane for you VW objects in Unity (via FBX). In Unity drop colliders onto your VW objects. good luck
  12. Node based materials is a plus Volume modelling is very interesting No ripping out BP and replacing it is a huge minus
  13. To sell it just put them in VR. For a public meeting etc. non tethered would be preferred. If you shell out for Oculus GO (200 bucks I think as it is £200 here) OR if you have a daydream phone (pixel etc.) then buy a daydream viewer ($49) For a basic build VW ----> Unity and publish either to oculus or daydream. Straightforward and very cheap.
  14. It really depends on what you want to do. More devices are coming onto the market all the time. Its a very long way from a mature market and the big players are bringing (or have brought out) mobile offerings. This is much better for Archviz as of course you do not have to be tethered to a PC/Laptop. As things stand at the moment (but remember its changing rapidly) I would recommend: VW --> Unity --> Oculus GO (£200) or Google Daydream (available on a number of phones - I use Pixel 2) It does not have 6 DOF but at that price you can view the scene and move around it via different teleportation methods. One of the great things about going via Unity is that you can build to a lot of different platforms with the same build. So if you want to target Oculus, Vive, Daydream etc. then no issue. I was firmly in the AR camp a year ago due to VR being tethered but now with the mobile options I see VR as a serious player. I have built several VR scenes and each time I use them I am still blown away by it. Thumbs up to VW as the models/objects hold up very well indeed.
  15. https://nemetschek.com/en/news/corporate-and-brand-news/nemetschek-increases-share-in-subsidiary-maxon-to-100/ Not sure if this has already been posted but I checked and could not find it. Don't want to get into the politics of whether its good or bad news but the stated focus of the new CEO is 'interesting'. My own 2 cents is that they should focus more on partnering with Unity/Unreal as Autodesk has, or at least provide a much better pipeline than currently exists, in order to realise the stated goals rather than reinvent the wheel. I wish them the best of luck.
  16. No misunderstanding. I was just saying that you can transfer DLVPs from another file but then can't move them to a SL, sorry for the confusion Yes very helpful as it confirms what I found - thank you
  17. Thank Boh you can transfer a viewport to a design layer but then can't go from there to a sheet layer. If I group the viewport and copy/paste it only copies the annotations and not the design layer content unfortunately. thanks again
  18. I can create new design layers from an existing file and there is the option to include layer objects. It all works fine If I create a sheet layer and import from an existing file there is no such option. The sheet layer sets up fine but there is no viewport on the sheet layer that exists in the file I am importing from. Is there a way to carry over the viewport? thank you
  19. I am not a C4D user but to add a material to the object (regardless of orientation) wouldn't you have to UV map the object first?
  20. Hi how does colour management work with VW? So if I bring in a png, jpg, tiff etc. they will have already been gamma corrected so if VW works linearly then they need to be de-gamma'd and also if I bring in a HDR file that would not have had gamma applied so what does VW do to manage this situation and finally how does it output the image on export image file with regard to applying gamma? (I am no expert in this area) thanks
  21. Depends which country you are in. For the UK then VW is the go to tool for Interiors. I have been teaching it for the last 6-years for Interior Design and the student to job employment in the ID field is over 86%. When I first started I would have said AutoCad but that has changed significantly over the last 3-years. I have no idea why this change happened but maybe because most UK universities have VW there has been an upward push. Most Uni's here use Macs which is why AutoCad has never really taken off with ID. I would add that VW on its own is not enough. You will also need SketchUp, Photoshop and if possible hand drawing. Finally you will need a nice personality
  22. Hi is it possible to create a 2d shape with the bounds of 2 curved walls based on area alone (see attached). There are two curved walls and the rooms are inside the walls with a specified area and there are several rooms following the curve inside. Its a student prob I have that I have come up with a manual workaround but although its close its not precise and its manual effort. thank you
  23. Look at the wall square on and then take a screenshot. Go into Photoshop or similar and bring in the screenshot. Colour as required. Add it to your single wall and adjust with the attribute mapping tool. It will be the correct proportions
  24. Is it possible to get the clip cube so it only affects a single layer? I composite layers at the moment to get over it (so one layer overlaid without the clip cube). Maybe missing something thanks
  25. The portal is correct and you have the student version. My guess is that Uni has 2017 and you have 2018. In Uni File > Export your work to VW2017 and you should be fine.
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