YOUR ACCOUNT

Login or Register to post new topics or replies
Totte
Übernerd

Posts: 1460
Filters: 107
Hi FF folks and happy holidays.

Jus a quick wishlist thing that probably is a piece of a ver small cake to add but would probably be good for a growing number of users.

Add an nVidia Iray PBR export preset.

Now when you can do PBR texture export (love it love it love it), did I say I love it? Just adding Iray would probably help lots of 3D newbies using Iray (mostly DAZ Studio) to be able to export the maps needed for Iray with the correct settings.
- I never expected the Spanish inquisition
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Hey Totte -- thanks for the kind words! Could you post a link to a description of nVidia Iray PBR texture formats, so I could take a quick look?
  Details E-Mail
Totte
Übernerd

Posts: 1460
Filters: 107
Hi Vladimir, and almost Happy New Year!

The nVidia Iray PBR is pretty straight forward.

Metallicity, Roughness, Normal (OpenGL style), Height, Opacity ( white is opaque) and Emissive.

You can get it using one of the others but users probably will feel much more comfortable having an Iray setting.

I think you can find full info on nVidia Iray page
- I never expected the Spanish inquisition
  Details E-Mail
Totte
Übernerd

Posts: 1460
Filters: 107
Vladimir: Have you looked at this?
I have a cunning plan, to write a DAZ Studio tool to run the batchrender and then apply the different maps to the correct material channel, but I might need to figure out a few things first.

One thing is "in which version of FF do the user have the batchrenderer available?"
No idea of making the tool if only a fraction of the users can use it.
- I never expected the Spanish inquisition
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Totte wrote:
Vladimir: Have you looked at this?


Yes I did, it's added to the backlog. We'll implement it at the nearest convenience, though it may take a while because everyone is busy with Projects for FF10.

Quote
Totte wrote:
One thing is "in which version of FF do the user have the batchrenderer available?"


We'll implement a proper GUI batch render after we release Projects. A project file will provide a natural place for storing the batcher settings. They have no place in .ffxml, and we didn't want to invent a separate file format just for them.
  Details E-Mail
Totte
Übernerd

Posts: 1460
Filters: 107
Quote
We'll implement a proper GUI batch render after we release Projects. A project file will provide a natural place for storing the batcher settings. They have no place in .ffxml, and we didn't want to invent a separate file format just for them.

My plan was more in the way of FFBatchMaster, but for a single map set.
Generate Albedo, Normal, Roughness; Emissive, and maybe Height and then store them "in the right place" within the DAZ Studio file hierarchy, or at a user location, then insert links to the maps in the DAZ Studio material settings, would work the same way as just setting a shader (many shaders sold are just FF renders).
- I never expected the Spanish inquisition
  Details E-Mail

Join Our Community!

Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!

33,712 Registered Users
+19 new in 30 days!

153,534 Posts
+31 new in 30 days!

15,348 Topics
+72 new in year!

Create an Account

Online Users Last minute:

9 unregistered users.