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mtakerkart
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mtakerkart
Posted 10 Years Ago
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Group: Forum Members
Last Active: Yesterday
Posts: 3.1K,
Visits: 28.2K
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Thank you JustaViking ! I send the update news to Cgchannel and Cgsociety , I hope they will relay the info....
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Vit3D
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Vit3D
Posted 10 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 912,
Visits: 15.0K
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Hi gssev3d, Yes I have seen in videos that iC6 have support for substance material format, but substances can include material sets for several types of shaders - Standard, Physically Based etc. Different Shaders required different sets of texture channels, for example Physically Based Material Shader require such channels as -- Diffuse (or Base Color), Normal, Roughness and Metallic (or alternatively - Diffuse , Normal, Specular and Glossiness). Unfortunately in the videos I have seen channels for support only Standard Shader (Diffuse , Normal, Specular).
Vit
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GSSEV3D
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GSSEV3D
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 66,
Visits: 744
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Hi Vit, I see what you mean. Still an improvement for iclone. I suppose it depends on Iclones render engine if PBR is integrated.I have substance painter and its great and i've only scratche d the surface of what it can do.
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Christy0
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Christy0
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 1.0K,
Visits: 2.7K
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So many Updates and enhancements, should keep us happy for quite a long time.
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Grimhilda
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Grimhilda
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 426,
Visits: 862
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Hi PrabhatM, When I spoke of physics-enabled avatars I was simply referring to the image of the collision-enabled avatar shown. The user should be able to determine the influence of the (hard- body?) elements of the avatar. I can't tell from the image whether the avatar is hard-body physics enabled or whether it is clad in props. But it looks good to me
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Rampa
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Rampa
Posted 10 Years Ago
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Group: Forum Members
Last Active: 8 hours ago
Posts: 8.1K,
Visits: 60.5K
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If you have a look at this image, you will see that the new avatars have built-in physics colliders that can be enabled/disabled by body part. Note that you still have control over the shape and physics properties. You can always attach additional bumpers to, I suppose, if you need more (breasts, for instance).
Edited
10 Years Ago by
rampa
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KenCoon
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KenCoon
Posted 10 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 687,
Visits: 18.4K
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37 days till December. 61 days till Christmas. Ken
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prabhatM
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prabhatM
Posted 10 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 1.8K,
Visits: 8.1K
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rampa (10/24/2014)
If you have a look at this image, you will see that the new avatars have built-in physics colliders that can be enabled/disabled by body part. Note that you still have control over the shape and physics properties. You can always attach additional bumpers to, I suppose, if you need more (breasts, for instance). Yes. I failed to notice that.
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prabhatM
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prabhatM
Posted 10 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 1.8K,
Visits: 8.1K
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Grimhilda (10/24/2014)
Hi PrabhatM, When I spoke of physics-enabled avatars I was simply referring to the image of the collision-enabled avatar shown. The user should be able to determine the influence of the (hard- body?) elements of the avatar. I can't tell from the image whether the avatar is hard-body physics enabled or whether it is clad in props. But it looks good to me Yes. Probably the Avatars are hard-body physics enabled.
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Grimhilda
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Grimhilda
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 426,
Visits: 862
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Hi PrabatM, Re-reading my words which you quoted above, even I have to admit that I'm not sure of what I was talking about. A hobbyist like me gets to use terminology which really is best left to professionals But its all part of the fun of this hobby. (Thanks to Rampa for providing the image.)
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