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1.1.1 Release Notes!

naomi.cornmannaomi.cornman Posts: 189 Oculus Staff
edited June 2017 in Oculus Medium

1.1.1 Release Notes


Summary:

Oculus.com/Medium improvements:

  • Our website has a sleek new look and now showcases downloadable Sculpts and Recordings from Medium Artists!

  • Video uploading/processing is much faster and much longer videos (45 min!) can now be uploaded on most connections.


Medium App improvements:

  • Access to support mode returned to thumbstick by popular demand!

  • Faster mesh decimation!

  • Users can now export meshes in FBX format!

  • Medium now has the option to export tangent space normal maps.

  • Texture maps generated during exports are much better.

  • Videos can now be previewed in VR.

  • Lots of small bug fixes and improvements.

  • Check out “Medium’s Export Pipeline” documentation in the forums for more information and help with exporting out of Medium.


Details:

  • Oculus.com/Medium featured assets will be updated by the Medium team so keep checking back. Find something you think should be featured or have a recording, sculpt or stamp you think is awesome? Let us know on our Facebook page or on our forums!

  • Support mode has returned to pulling back on the thumbstick and control panel is accessed by pressing the yellow button on the support hand.

  • Medium produces tangent space normal maps when exporting a mesh.

  • FBX file format is now an option when exporting a mesh.

  • After recording a video you can now view a preview of it before sharing by navigating to the asset browser.

  • Improved texture map baking when exporting, by improving quality of colors and normals

  • Normal maps exported as PNGs are now 16 bits/channel

  • Exported meshes now use the correct layer name in game engines.

  • When exporting meshes with vertex color, the mesh quality is improved.


Bug fixing details:

  • Fixed an issue with constrain-to-surface being inconsistent when symmetry plane is turned on.

  • Capturing a video now shows duration during recording.

  • Fixed a bug with the Clay tool’s guide line not appearing with constrain-to-line selected while using stamps

  • Stamps Trad_18, Trad_23, Cloth Cockpit B and Cockpit C were fixed to remove artifacts.

  • Fixed an issue with smudge tool not behaving consistently when used with symmetry

  • Multithreaded asset loading during recordings so that they load in more quickly

  • Fixed an error with how we were calculating the estimated triangle count that was causing it to be inaccurate.

  • Checkmark and visible buttons in the layer menu have been adjusted so they are easier to see.

  • Fixed a graphical bug where an empty window appeared floating below the user during startup .

  • Fixed an issue with large multi-layer sculpts in which low res layers were decimated too much compared to high res layers causing loss of detail in the export. We now decimate each layer relative to its resolution to keep detail on lower resolution layers intact.

  • Fixed a bug causing vertex normals in exported meshes to point in the wrong direction.

Tagged:

Comments

  • DeadlyJoeDeadlyJoe Posts: 775
    3Jane
    edited May 2017
    I also noticed right away that you guys changed the Layer menu back to the original Joystick-Down switch instead of the Y-Button. I actually prefer the joystick to the Y-button, so approve of this change, but now I have to retrain my left thumb again. It doesn't know what to do with itself. :smile:


  • DibelabbesDibelabbes Posts: 80
    Hiro Protagonist
    NICE! Exporting was my biggest problem recently, I can't wait to try the new version.
  • Sterling77Sterling77 Posts: 509
    Neo
    Im getting some sound static / like small sound clicking - Im about to check it again - how do you roll back to the earlier version if need be ? 

    can we get the option of import .fbx into medium ? 

    Thanks awesome medium 
  • johnboyjrjohnboyjr Posts: 62
    Hiro Protagonist
    Im getting some sound static / like small sound clicking - Im about to check it again - how do you roll back to the earlier version if need be ? 

    can we get the option of import .fbx into medium ? 

    Thanks awesome medium 
    You can not roll back
  • Sterling77Sterling77 Posts: 509
    Neo
    johnboyjr said:
    Im getting some sound static / like small sound clicking - Im about to check it again - how do you roll back to the earlier version if need be ? 

    can we get the option of import .fbx into medium ? 

    Thanks awesome medium 
    You can not roll back
    Awesome thanks 
  • ctuchikctuchik Posts: 63
    Hiro Protagonist
    "Check out “Medium’s Export Pipeline” documentation in the forums for more information and help with exporting out of Medium."

    Where is this document?
  • FrozenPeaFrozenPea Posts: 2,535 Valuable Player
    Users can now export meshes in FBX format!

    Hot damn! Guess I'm gonna have to finally start doing some proper work with my sculpts in Maya now! :D

    Oculus.com/Medium featured assets will be updated by the Medium team so keep checking back. Find something you think should be featured or have a recording, sculpt or stamp you think is awesome? Let us know on our Facebook page or on our forums!
    If I start uploading some of my older sculpts where would you prefer us to post links? It might be worth added a new 'Announcement' to the forum for people to submit their sculpts to be featured. (and remove some of the old announcements you have there ;) )

    p.s. who sculpted the new banner on the website? It's awesome! 
  • cybercyrus90cybercyrus90 Posts: 114
    Art3mis
    edited May 2017
    Thank you for the update, and thank you for your brilliant software!! 


  • MattHickmanMattHickman Posts: 359 Oculus Staff
    FrozenPea said:

    p.s. who sculpted the new banner on the website? It's awesome! 
    Our very own Raz!
     
    He has some new stuff up in his gallery if you haven't checked it out lately. 

    https://www.oculus.com/medium/artists/the_sandwitch/
  • deathpoemdeathpoem Posts: 1
    NerveGear
    "Check out “Medium’s Export Pipeline” documentation in the forums for more information and help with exporting out of Medium."

    I also can't find this document. Hate to be this person but... this should be easier to find!
  • MattHickmanMattHickman Posts: 359 Oculus Staff
    deathpoem said:
    I also can't find this document. Hate to be this person but... this should be easier to find!
    Sorry about that, it's just going through an editing pass, will post soon!
  • CalmfixupCalmfixup Posts: 288
    Nexus 6
    Can't wait to try this out this evening!
  • Sterling77Sterling77 Posts: 509
    Neo
    Does medium have transparent material settings ?? i cant seem to find it. 
  • MattHickmanMattHickman Posts: 359 Oculus Staff
    Currently we have the clay material, emissive and metal settings. Transparent materials definitely have some tricky aspects to make sure they're done right but more materials and material options is certainly something on our radar.
  • RoryLaneLutterRoryLaneLutter Posts: 27
    Brain Burst
    Thanks for the improvements!

    I will continue to ask for my two favorite feature improvements:

    1) A move tool: This could be a modification to the behavior of the smudge tool if necessary. Essentially, this would be a way to tweak proportions in a non-destructive way. If I want to make the eyes slightly further apart or tweak the edge of a lip to add a smile, I'd use this tool to drag an area of the object. I understand that this is complicated due to the voxel nature of the program, and it's hard like a photoshop smudge, rather than a mesh soft selection. Still, this is the tool I need most. You might have to retopologise to a mesh and then re-fill the voxels., but I hope that'd be able to be optimized if done over a small region, as you'd only have to refill the affected voxels. 

    2) Non-relative tool scale. Right now, if you make a stamp of an object, it may be impossible to draw that object again at the same scale as the original object because the tool size is fixed to a maximum scale relative to the model, the bounds of which appear to be constrained to a maximum size which may be smaller than the original model used for the stamp. This is unintiutive and less useful. What I'd prefer would be to have a checkbox on the clay tool that allowed you maintain absolute brush size regardless of the scale of the model. I.e: when I scaled the model down, my brush would remain the same size relative to my hand, and become relatively larger compared to the model. This would both be a productivity feature as I could find a comfortable sculpting size, say a 1cm clay brush, but I could use it for both broad and detail sketching by scaling the model. Also, as I said before, this would increase the capabilities of the program by allowing better use of the stamp. I was trying to make a castle, and I made a tower. I wanted to stamp that tower all over the place, but when drawing with the stamp, I couldn't make the new instances of the tower as big as the original. 

    Big deal long term tools:
    1) Masking: It would be extraordinarily useful to be able to mask out a region to protect it from manipulation.

    2) Moving and orientation: In conjunction with masking, this would be extremely powerful. Want to select a forearm and bend it relative to the elbow, this would be the tool to use.

    Keep up the good work. Thanks. 


      

  • sassemblasassembla Posts: 2
    NerveGear
    Great improvement! 


    And so,,
    I'm looking for feature that: make group of layers, and getting some color from picture.

    I'm very happy that 3D modeling has become familiar than before.
  • P3nT4gR4mP3nT4gR4m Posts: 1,713 Valuable Player
    edited June 2017
    Both those would be epic! Sampling from a ref would let me save colour pallettes across sculpts

  • DeadlyJoeDeadlyJoe Posts: 775
    3Jane
    edited June 2017
    I sometimes have a difficult time seeing when the clay tool is intersecting the model and exactly how it will affect it. The green-glowing outline inside the clay tool is too subtle. I would like to see that changed to a sharp contour line that accurately represents the intersection. And the line should be rendered in a high contrasting color, such as bright blue.
  • P3nT4gR4mP3nT4gR4m Posts: 1,713 Valuable Player
    There's a white glow outlining the silhouette that could go and then the stamp would stay green or red I think. Problem is when it's too small, it goes to full white. Drives me a bit nuts sometimes too. 


  • DeadlyJoeDeadlyJoe Posts: 775
    3Jane
    I have a difficult time seeing it precisely when I'm zoomed in or using a large brush.The glow just doesn't have enough contrast, especially against the default matte white clay.
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