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mcolinpCustomer
It would seem to me that Environment Maps (HDR) for reflections as well as Lighting; should be a top priority. There’s not much people can create that will impress without that.
Also; consider doing some documentation in regards to using HDR’s; as well as a simple list of supported nodes. (Both Cycles & Verge 3D.) It seems like the “Verge PBR Node” & “Fresnel” are the only supported nodes at this time.
I’m all excited to start building PBR materials; but it seems that my efforts are a bit premature.
mcolinpCustomerYuri; feel free to reach out to me when you start considering how to develop this more comprehensively.
I own many licenses to software that could be useful in testing scenarios with other software packages. I have Autodesk’s Product Design Suite Ultimate (2013) which includes:
– 3DS Max design
– AutoCAD Mechanical
– AutoCAD Electrical
– Mudbox
– Navisworks
– ShowcaseI also hold current releases of :
– Autodesk Alias
– Autodesk Inventor
– Autodesk Fusion
– RhinomcolinpCustomerI also would see the benefit of this. I hope it is implemented soon.
mcolinpCustomerSounds Great!
mcolinpCustomerI did a little quick digging; and came up with a couple possibilities.
1) In the Blender “Object Panel”, you can add -> “Custom Properties”
seen here:
https://i.stack.imgur.com/qHikt.png
2) Most Cad programs can export an excel sheet or xml file that could be available to link somehow.
mcolinpCustomerAnother feature enhancement to Annotations: File Meta Data.
I’m not even certain if this is possible in Blender; but most 3D CAD programs use meta data fields as associative information. Some of the Metadata in CAD systems is auto-generated; such as “Weight, density, etc; based on the users selection of a “Physical Material”. Other things that might be included as metadata could include, but not limited to: Part Name, Part #, Designer, Status (WIP or Completed), Approvals by specific managers, Third Part Vendor (Perhaps w/ a web link), as well as many other “custom Categories created as needed.
I would say that most designers and engineers would like to have a way to include some of these data-blocks with parts (Meshes); and be able to display them in either a window to the side, or an annotation. (With the window to the side option; I could envision a user picking a “part’ and a window popping up on the side or corner of the screen; with all metadata for the selected part shown.)
How this data is aggregated into a blender file; I’m still unsure.
mcolinpCustomerThanks for the reply Yuri.
Perhaps consider another derivative of option 2):
While option 2 focuses on each individual part have multiple resolutions, etc; a slightly different feature would be to have a minimal number of parts loaded at the beginning (a defined Base set of parts as the starting point); and further exploded animations would add more parts (on-demand, as needed); as well as substitutes for parts that have had data stripped away (as described in option 2) that is needed once parts start revealing other components, etc.
I hope this makes sense; and if you still need better explanation, let me know.
mcolinpCustomerLooking at the Camera rotation Limits a little further; I’m confused as to why there are not limits for direction x, direction y, & direction z. As it is there is simply only one entry. And when inputting limits in the fields; there doesn’t seem to be feedback as to what the limits are allowing or restricting (as we were used to before).
mcolinpCustomerAnother thing I’m a bit confused on:
How is that camera controlled in the scene?
I can’t help but reference the setup we all were familiar with before; which allowed rotation and zoom limits, etc. An Auto-Spin “Turntable” seems to be needed as well.
-EDIT- I now realize that I was not seeing the “Camera Limits” because I was using the Cycles engine instead of the Verge3D engine. Still not sure about the turntable feature though.
mcolinpCustomerAfter looking into the PBR shader; it seems to me that it is missing IOR settings. This is the thing that makes materials look “accurate” to real life. Perhaps I’m missing a way to add it, but if not; I would request that it is added as soon as possible.
Thanks
P.S. Anyone who is confused, (like I was), by the PBR Shader not rendering correctly on screen in the Verge3D engine; it is because the “Verge3D PBR Node” has to be used in the Cycles Engine to render in realtime on screen.
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