Author Topic: Structurising a texture library  (Read 15656 times)

2018-08-17, 05:50:45
Reply #30

Benny

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Sorry, had a brain fart, didn't read properly. Locking transforms and scale takes care of the problem.

Still, in my view an unusual approach that would save people a lot of time if they gave some hints in the documentation.

2018-08-17, 10:23:21
Reply #31

romullus

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Don't tell me, tell it to Connecter guys :] I agree with you that some parts of Connecter seems unnecessary overcomplicated, especially preview generating with its countless windows. I wasn't able to figure the case of shifting shaderball by myself, untill i was told about locking trick in their trello board. I guess it's not an easy task to achieve good balance between functionality ant simplicity of UI, but as we can see from Corona example, it isn't impossible task :]
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2018-08-17, 19:00:00
Reply #32

Benny

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Well what do you know, a new update this morning auto hides jpgs used for previews.  :D

2018-08-17, 19:29:02
Reply #33

Marcus

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Quick question for dummies:

What is the best way to add several materials at once with its corresponding previews?

2018-08-17, 20:55:51
Reply #34

Benny

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Do you mean from a scene or an existing library?

2018-08-17, 21:58:27
Reply #35

romullus

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Well what do you know, a new update this morning auto hides jpgs used for previews.  :D

What a timing! Didn't you forget to buy lottery ticket today? :]
Those guys simply rocks! Lots of new cool features in this update.

Quick question for dummies:

What is the best way to add several materials at once with its corresponding previews?

From 3ds max to Connecter: same procedure as with single material - right click in viewport, add assets to connecter and choose the options that are best suits to your situation.

From Connecter to 3ds max: select multiple materials and drag them to 3ds max viewport.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2018-08-23, 18:22:06
Reply #36

Benny

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Romullus, for your render studio, do you have different setups for different scales?

I must say that given one has to lock transformations and other non-obvious subtleties it would have been great if a render studio was built in instead of everyone having to invent their own wheel.

2018-08-23, 19:54:31
Reply #37

Marcus

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Do you mean from a scene or an existing library?

For a scene.  I have the problem that if I add multiple materials to Connecter it always creates one Mat-File with several preview renderings.

Would be cool if it would be possible to automate this more. I had a chat with on of the Connecter Guys a few days ago and mentioned this "issue". They plan to do this in one of the next updates. So just a little bit of waiting. :)


2018-08-24, 02:13:41
Reply #38

Benny

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If you talk to these guys ask for a built in material studio as well!  :)

2018-08-24, 08:41:08
Reply #39

Marcus

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If you talk to these guys ask for a built in material studio as well!  :)

You mean something like the Material-Studio in Cmpp?

2018-08-24, 09:24:05
Reply #40

romullus

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Romullus, for your render studio, do you have different setups for different scales?

No, i haven't, majority of my materials fits well enough onto 1m sized sphere. But i think it wouldn't be hard to setup studio for materials of different scales - just add few more cameras to a studio file and few more shaderballs to according file.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2018-08-24, 17:05:37
Reply #41

Benny

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If you talk to these guys ask for a built in material studio as well!  :)

You mean something like the Material-Studio in Cmpp?

I haven't looked at those for a while, had the Vray version and there was no cross-upgrade, but that sounds like it. Is Siger still using it's own plugins with their materials?

2018-09-18, 19:38:47
Reply #42

lupaz

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Hi all.
Anyone knows a tutorial that shows the full workflow of connecter?