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1
Bug Reports / Re: .obj import + mtl files
« Last post by steve on January 19, 2018, 03:49:02 AM »
Excellent, many thanks.
2
Bug Reports / Re: .obj import + mtl files
« Last post by IStonia on January 19, 2018, 01:25:45 AM »
3
Bug Reports / [Fixed] .obj import + mtl files
« Last post by steve on January 18, 2018, 05:00:24 PM »
Hi IStonia,

I thought this issue had been resolved. But I am seing an issue when importing an .obj file with a missing .mtl file.

With other applications I use, if the .mtl file is missing, they will create a default material for each of the "mat ID" within the .obj file.

For example. within an .obj file, you will have a "Usemtl {name}" in front of a set of faces, such as:-

usemtl Mat1
s 2
f 5/5/5 6/6/6 2/2/2 4/4/4
usemtl Mat2
s 2
f 5/5/5 3/3/3 1/1/1 6/6/6

Now if the .obj file is imported without the .mtl file, other application will create a default material for each of those mat IDs, so you would see
Mat1
Mat2
which are applied to the assign faces.

If the .mtl file is missing when importing into Nvil, those mat IDs are ignored and a single defualt material is assigned to all faces.


If you can find time, could you please look into this.
4
Feature Requests / Re: "MatCaps" Materials
« Last post by IStonia on January 18, 2018, 01:02:31 AM »
I don't know. You may never want to assign a sphere matcap as global matcap.

Cube matcap can only be assigned as global matcap before it can be used that means it can not be assigned to individual object. Cube matcap has 360 degrees ability while sphere matcap only has one direction. But cube matcap has some disadvantages. It needs 6 images which are not commonly available. If you increase its resolution, viewport performance can drop quickly.
5
Feature Requests / Re: "MatCaps" Materials
« Last post by samardac on January 17, 2018, 02:27:15 PM »
So what is the case when we have to use it?
6
Feature Requests / Re: "MatCaps" Materials
« Last post by IStonia on January 17, 2018, 01:15:22 PM »
The Global MatCap is a scene level matcap. Once it is set, an object will use it as long as the object's this flag is turned on, View > Object Shading > Object Individual Shading > Enable MatCap, and no individual matcap is assigned to the object.
7
Feature Requests / Re: "MatCaps" Materials
« Last post by samardac on January 17, 2018, 01:09:41 PM »
Thanks, how Global MatCap works?
8
Feature Requests / Re: Performace boost question
« Last post by Woolfy on January 17, 2018, 01:04:23 PM »
I just created a object that has around 1 mio tris..

Have here at work intel xeon E5-1650 v4, 64 ram, GTX 1070

View > Object Shading > Back Face In Gray.>>>>>>> That was the Reason!!!!
View > Object Shading > Show Edges On Unselected

I had 12fps, now its 160fps.. It seams like it does not block the the FPS here.
(I have the info from the hud display, dont know are that real numbers.)

Thanks a lot for help!
Dont need more performance anymore!!! :)



9
Feature Requests / Re: Performace boost question
« Last post by IStonia on January 17, 2018, 12:42:16 PM »
Yes, I do have a mechanism to lock the frame rate to make sure the cpu usage is not too high. But this mechanism is not 100 percent. The underlying system may affect it. I don't think it is a bug.

I recall that when I had 100 frame rate, I had vs2012 opened and Nvil is loaded through vs2012. For the later test, vs2012 is off.
10
Feature Requests / Re: Performace boost question
« Last post by steve on January 17, 2018, 12:14:21 PM »
I created a standard sphere 12 slices and 11 stacks. Subdivided to subd level 5. I made 4 of them all together. Then I had 100 frame rate.
As I put forward, Nvil will not go over 64 FPS in a default empty scene. Adding subdivided spheres does not increase the fps.

Quote
Now I try again. It is different but I still have 65 frame rate.
Does that indicate a bug?

I thought you had probably locked the fps to 60 again, as it was when you first implimented slimDX. But your post putting forward 100 fps would indicate a differance between the version of Nvil you are using and the one I downloaded/use.



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