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  • replied
    Originally posted by werx60 View Post
    Hi All,

    Not sure if its possible to do what I am asking currently or if this would be a feature request? I would love to have the ability to save presets.
    For example when I start a project I always have certain settings on and or off. I setup a lightmassimportance volume, skylight with a hdri etc etc. It would be great to save this scene as the startup default scene so I do not have to do that for every scene I open.

    Would be great to save out presets, for example lightmass settings. I have different settings for my first bake and final bake, would be great to just save those out and load them into any scene, instead of redoing them every time.

    Even material defaults and presets that could be loaded into other scene would be very helpful.

    The ability to network render the build. I know you have swarm but I still cant seem to get that to work correctly and or efficiently. ( Is there a good video showing the setup of this on computers across a network.

    Thanks
    Alex



    Originally posted by Anaximedes View Post

    I agree word by word. For lightmassing on swarm here you have recent documentation. I've got near 90 cores running fine.
    Setting up a project the way you want it, and then saving that as a Template may help with some of your request. https://docs.unrealengine.com/en-us/...atingTemplates

    Leave a comment:


  • replied
    Originally posted by werx60 View Post
    Hi All,

    Not sure if its possible to do what I am asking currently or if this would be a feature request? I would love to have the ability to save presets.
    For example when I start a project I always have certain settings on and or off. I setup a lightmassimportance volume, skylight with a hdri etc etc. It would be great to save this scene as the startup default scene so I do not have to do that for every scene I open.

    Would be great to save out presets, for example lightmass settings. I have different settings for my first bake and final bake, would be great to just save those out and load them into any scene, instead of redoing them every time.

    Even material defaults and presets that could be loaded into other scene would be very helpful.

    The ability to network render the build. I know you have swarm but I still cant seem to get that to work correctly and or efficiently. ( Is there a good video showing the setup of this on computers across a network.

    Thanks
    Alex



    I agree word by word. For lightmassing on swarm here you have recent documentation. I've got near 90 cores running fine.

    Leave a comment:


  • replied
    Hi All,

    Not sure if its possible to do what I am asking currently or if this would be a feature request? I would love to have the ability to save presets.
    For example when I start a project I always have certain settings on and or off. I setup a lightmassimportance volume, skylight with a hdri etc etc. It would be great to save this scene as the startup default scene so I do not have to do that for every scene I open.

    Would be great to save out presets, for example lightmass settings. I have different settings for my first bake and final bake, would be great to just save those out and load them into any scene, instead of redoing them every time.

    Even material defaults and presets that could be loaded into other scene would be very helpful.

    The ability to network render the build. I know you have swarm but I still cant seem to get that to work correctly and or efficiently. ( Is there a good video showing the setup of this on computers across a network.

    Thanks
    Alex




    Leave a comment:


  • replied
    Originally posted by J.Kimberley View Post
    is .ifc import not something that would be useful to have?
    Hi J.

    You may want to add to the discussion here: https://forums.unrealengine.com/unre...itects-via-ifc

    Leave a comment:


  • replied
    is .ifc import not something that would be useful to have?

    Leave a comment:


  • replied
    We are about to kick off that project, so stay tuned.

    Leave a comment:


  • replied
    Cinema 4D plugin, please!

    Leave a comment:


  • replied
    I work for 3D Archiviz , We need "Camera Vertical shift" for years.
    Maybe a special still camera with "resolution", "Multipass" "Postprocess", "file-format" presets. That will be very convenience for us.
    We don't need camera shifted for Animations.
    That feature already exists in 3ds Max , Vray, Corona,..

    Thank you !!
    Attached Files
    Last edited by jjhuang; 08-23-2018, 04:00 AM.

    Leave a comment:


  • replied
    Cinema 4D support please

    Leave a comment:


  • replied
    In the product viewer model, when play is activated, it would be nice to display the gizmo with the three axes on the selected objects, in which you can move the objects on the desired axis.
    Without shifting the point of view each time.

    Leave a comment:


  • replied
    Originally posted by vauxhallviva View Post
    Hi,

    With regard to importing CAD using datasmith, the addition of Edit Mode to the Static Mesh Editor is great. Will further methods of selecting multiple faces be an option soon? Adding marquee selection is essential, but more advanced methods such as Ring, Grow/Shrink, etc would also be great.

    Thanks!

    Gav
    yes. We’re adding select by smoothing group now and we will continue improving it to work well with complex shapes imported from cad models

    Leave a comment:


  • replied
    Hi, Datasmith support for Cinema 4D who be really useful, Thanks!!

    Leave a comment:


  • replied
    Hi,

    With regard to importing CAD using datasmith, the addition of Edit Mode to the Static Mesh Editor is great. Will further methods of selecting multiple faces be an option soon? Adding marquee selection is essential, but more advanced methods such as Ring, Grow/Shrink, etc would also be great.

    Thanks!

    Gav
    Last edited by vauxhallviva; 08-14-2018, 09:26 AM.

    Leave a comment:


  • replied
    Originally posted by pf_breton View Post
    In the future we will provide tools to regroup objects in a more smarter way to reduce drawcalls while respecting instancing. We have a prototype of that done in python that achieves this..
    Code:
    ...
    Hi pf_breton , I tested the Python code (also thanks to Robb Surridge for the links). It works very nicely - just what I hoped for!
    Edit: although it only plays nice if you have all the objects in SketchUp in the root of the outliner. When they are nested in two containers for instance (Old & New to visually make a difference between old & new objects in a remodeling project) they are merged into just two objects. So maybe an extra option would be possible for people to match this to people's workflow?

    Maybe the script could also generate lightmap UVs again? They seem to be merged and not generated again after the merge of the objects.
    Also, the lightmap coordinate index is set to 0 instead of 2.

    I'm curious why 3 channels used - I would expect 1 for the texture coordinates and 1 for the lightmaps..?

    Will US objects / projects be compatible with UE projects / objects?
    Edit: I just tried and there's something going wrong. The merged objects end up at different positions, dragging the datasmith scene into the viewport doesn't work in UE. Is it intended to be able to migrate projects (this way) to UE?

    Last question - is there an easy way to re-link the materials to a custom master material while keeping the texture-settings? My target platform is the Oculus Rift / GO and more simple shaders are preferred. Its easy to edit the SketchUp master material but maybe there's another option as well.

    Max
    Last edited by maxbrown; 08-02-2018, 07:42 AM.

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  • replied
    Originally posted by Robb Surridge View Post
    Hey maxbrown, you can find the docs about Python in UE4 here:
    ...
    https://api.unrealengine.com/INT/PythonAPI/
    Thanks Robb Surridge !

    Leave a comment:

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