Metasequoia BBS

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[9821] Indication of the frame area / User
[Request] Response
I think it would be very useful to have an indication of which area of the viewport will be visible in the rendered frame (i.e. which part of what I see will be rendered)

The [RenderMan] tool had that indication, if I recall correctly, and it was pretty useful (easier to line up the stuff you want to include in the frame or not)
2023-11-20 21:59
[9816] GPU acceleration / User
[Question] Response
Is there any plans to use GPU acceleration for Path Tracing (PBR)? Or just using GPU for it alltogether?
2023-11-18 04:35
[9819] Re: GPU acceleration / Administrator
GPU acceleration is possible for PCs equipped with expensive GPUs such as GeForce and RADEON, but it is not effective on mass-market PCs that many people currently use.

There are many other things to prioritize over factors that only benefit some people, so there are currently no plans to make path tracing GPU compatible, but if the GPU situation changes significantly in the future, we may consider it again.

If you are looking for faster path tracing rendering, it is most effective to use a CPU with a large number of cores.
2023-11-20 14:17
[9818] ボーンのグループ表示の要望 / たあし
[Request] Response
お世話になっております。

複数のボーン付きモデルを一つのファイルで管理したいと思っています。現状ボーンの表示・非表示の設定は「表示設定>ボーン表示」でしかできないので、複数モデルのボーンを設定しようとすると、ボーンが重なってとても見づらくなります。

ボーンリストは階層ごとに畳めるのでとても便利ですが、一定の階層から下の表示・非表示の設定ができれば、ボーンが重なっても見やすくなるので助かります。

欲を言えばボーンと影響を受けるオブジェクトをグループごとに管理できればもっと嬉しいです。ご検討宜しくお願い致します。
2023-11-20 13:00
[9817] multiple camera preset for multiple 3D projection. / Alice12
[Talk] Response
Hello. I have request as a game artist. Is it possible to add multiple camera preset for different 3D projection ? i need multiple 3D projection when rendering.

link : https://upload.wikimedia.org/wikipedia/commons/9/93/Comparison_of_graphical_projections.svg
https://upload.wikimedia.org/wikipedia/commons/4/41/Graphical_projection_comparison.png


It's very useful for creating modular and flexible 2D assets for RPG game. Thanks
2023-11-18 16:01
[9810] Cant open file because of the Blinn shader type / Lee Phelipe
Done [Bug report,shader/file] Response
hello, long time metaseq user here, in recent updates i've noticed the blinn shader was removed from the software, well the issue is that i have a bunch of old files where i used the blinn shader quite a lot and now some cant be opened quite right, theres this file in particular that is quite big and it straight up crashes the program and i cant go to the materials tab and replace the blinn shader with anthing else, what should i do?
2023-11-04 14:27

Show the middle 2 messages.

[9813] Re: Cant open file because of the Blinn shader type / Lee Phelipe
thanks, it worked
2023-11-05 04:26
[9809] 「開く」と「挿入」のボーンコマンドに開始状態が異なる / まじかる☆しげぽん
[Request,Ver4.8.6(64bit)] Response
新規シーンの状態で、ファイルをD&Dしたとき「開く」で、スキンウェイトが設定されたデータを開き
ボーンコマンドに入ると、スキニングモードになります。

新規シーンの状態で、ファイルをD&Dしたとき「挿入」で、同じデータを開き
ボーンコマンドに入ると、リギングモードで開かれます。

この挙動を、スキンウェイトが設定されているデータならば「挿入
でもボーンコマンドに入った時に「リギングモード」で開かれるように統一してほしいです。

お手元でご確認いただければと思います。
宜しくお願いします。
2023-10-26 20:40
[9804] What am I doing wrong? / User
Done [Question] Response
I'm trying out the new rendering method(PBR), but I seem to be missing something. For some reason a mask texture appears completely opaque in the result, even though it's ok in the preview
Screenshots:
https://imgur.com/a/HoBP0u2

Am I missing something?
2023-10-23 20:12

Show the middle 3 messages.

[9808] Fixed (I don't know why) / User
I've created a new material with the same settings (and textures) and it works now, stops working when I switch back to the old one.

I don't know what causes the problem, but I guess it's fixed for now

(just leaving this here in case somebody else gets this problem)
2023-10-24 15:07
[9800] Feature Request - UV Pixel Alignment / Carl
[Request, Feature] Response
could we please have a new feature added to the program?

I am working with retro graphics at the moment and I turn of bilinear filtering just for context.

1. Can we get the option to turn off bilinear in UV screen?
2. Can we get option to snap UV coordinates to pixels with the given texture we are mapping?
2023-10-22 17:18

Show the middle 2 messages.

[9803] Re: Feature Request - UV Pixel Alignment / Carl
>>Your feature request has already been fulfilled.
>>
>>>1. Can we get the option to turn off bilinear in UV screen?
>>
>>Check the [Preview > Direct3D(or OpenGL) > Show textures smoothly] item off in the [File > Configuration] menu.
>>
>>>2. Can we get option to snap UV coordinates to pixels with the given texture we are mapping?
>>
>>In the [UV Edit > Config] menu,
>>* Set the [Grid] value equal to the texture resolution.
>>* Chech the [Snap to the center of grid] item on; if necessary.
>>And, turn [Grid] and [Snap] on in the UV view.
>
>Hello! and thank you! This has helped me, but the grid snap appears inacurate, I can not properly set the resolution which means the gird snap is actually uneven, vertically the grid appears to be two blocks of pixels, but horizontally it is 1.

Specifically, it appears we can not pick a vertical resolution, only horizontal. Could this be added? Or perhaps a feature to automatically adjust based on image resolution?
2023-10-23 17:11
[9797] 購入時の住所登録について / hs
Done [Request] Response
氏名、住所登録等はしたくないのですが
電話番号とメールだけで購入できない理由はありますか?
2023-10-16 12:25

Show the middle 1 messages.

[9799] Re: 購入時の住所登録について / hs
さようでございますか
当方、パッケージ販売ではないのでどうしてもためらいがあるんです。
ネット上に個人情報を書き込むのはなるべく避けたい
2023-10-16 16:23
[9795] MTOONマテリアルの両面表示 / しえら
Doing [Request] Response
Ver.4.8.6aを利用させていただいております。
最新のアップデートでMTOONのアウトライン表示ができるようになり、たいへん助かります。
ですが裏面・両面の表示の選択方法がわからず、出来上がりイメージの再現ができない状況です。
ここは再現できないでしょうか。
下記リンクより参考画像ご参照ください。
https://x.com/super_sierra/status/1711763500299854134?s=20
2023-10-11 00:21
[9796] Re: MTOONマテリアルの両面表示 / Administrator
輪郭表示のために色々変更を加えた際に両面表示への対応が抜け落ちていたようです。
設定が表示に反映されず片面表示になってしまうだけで、ファイル出力時には反映されますので、その前提でお取り扱いください。
次のリリースで修正します。
2023-10-12 12:43
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