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Oculus Medium Suggestions

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  • bobduffy5bobduffy5 Posts: 13
    NerveGear
    Suggestions
    - Assign left trigger to be the alternate of the tool - inflate to deflate, add to erase
    - when grabbing and moving a layer allow the left trigger to snap to the mirror or lathe in the scene
    - Add a scale and measuring tool to allow you to sculpt to scale.  The scale should remain the same regardless of increasing resolution or sizing the sculpts.  If you size the sculpt your measuring guides increase or decrease with the size.  But if you size a layer then that layer is increased and reduced in size against the world measurement
    - Allow the drawing of guide lines with a measuring feature.  ie draw a horizontal guide line that is 5.25 units long without putting clay along it.  Then pick your stamp, size of clay, or other tool then start to draw along the guide where it snaps to the line similar to the line feature
  • FrozenPeaFrozenPea Posts: 2,535 Valuable Player
    @bobduffy5 if you double-tap the green tool option button you can quickly switch between additive and subtractive. :)
  • DreamShaperDreamShaper Posts: 728
    3Jane
    Increase the utility of the cut tool:

    The current method is both slow and hard to be precise with.  Slow is ok, but having to redo the operation is painful.

    Possible control options:

    Area cut:  uses a scalable cube or rectangle to define the cut boundaries, this would give clean cuts and clear area boundaries.  You'd also have a shadow overlay to see exactly what you are removing.  The entire section could be bound to its own layer, perhaps.  This would allow multiple uses of the tool to isolate floating sections.

    Planar cut:  since the cut tool is limited in how extended it is, would be good to just be able to select a plane, and have the object separate entirely along the face of the plane. 

    Cancel:  An instant cancel would be nice, since this operation starts automatically when you release the trigger, and can take several minutes to perform.  You usually know right away if you missed a cut attempt, but then are forced to wait until the program figures it out.

    Ruler:
    The new dimension tools are useful.  They might be more useful if you could actually snap on a ruler/precise measurement directly to the axis.  Adding additional rulers (snapping continuous or at right angles) would allow very precise placement.   I envision them being visible in a similar way to the mirror plane.

    Stamps:
    Stamp Rotation: The ability to orient the direction of the stamp along the other axis would be useful, as another user mentioned, using the secondary hand to position it would likely work well.

    Custom resolution or a high rez stamps folder.  Higher rez stamps could be identified with a number icon, if needed.  Some things are good as shapes, for other purposes, very precise forms are useful.  Would be very helpful for detail work or for personal kitbashing sets.  

    Folder Organization:

    Being able to put sculpts into folders by drag and drop or highlighting the images would be useful.  Sorting through hundreds of sculpts can take a long time.  At some point, they will number in the thousands.   Same applies to reference images and stamps.  Obviously being able to name the folders would be helpful as well.

    Thoughts on advanced options:

    As ideas are implemented, the usage gets more complex, which is an obvious concern.   Either a pro package or a "feature unlock" menu, could keep the software accessible with its basic features, and add additional abilities as the user is prepared to learn them.

    Wishlist  :

    Lower priority items,  more complicated, or both:

    Paintbucket:  Ability to fill a layer with a solid color (or reset to uncolored default, which might allow recovery of color data memory).  Sometimes it's useful to reset, or quickly establish a base color for painting. 

    Fractal painting:  Envisioning something like the texturing  used in the Kai Power Tools 3 (KPT3) texture explorer.
    example:  veerle-v2.duoh.com/images/uploads/KPTexture.jpg,  a system like this would be advanced, but also an interface suitable to pint and click.  Basically uses randomization and iteration to generate color patterns. Presumably it would apply to a continuous surface, a layer and possibly as a paintbrush option.

    Layers info:  An icon next to the layer showing how many levels of resolution it has currently would be helpful.

    Invisible mirror:  Would be nice to be able to keep the mirror on without seeing it while you sculpt. 

    Mirror per layer:  Not sure if this functionality is in the new update, forgot to test it.  Being able to use the mirror on the selected layer without realigning everything, would be awesome.  If it's in place already, disregard.

    Importing layers:  Possibly similar to the high rez stamps option.







  • DreamShaperDreamShaper Posts: 728
    3Jane
    edited July 2017
    Double post, can't delete it, but can make it take less space.








  • MonstaahMonstaah Posts: 143
    Art3mis
    edited July 2017
    Something like the curve tool would make some stuff a hell of a lot less painful...
    PC Specs:

    Black Box, with wires & some kind of electronicy stuff inside..
    oooh it even has lights!! =)
  • DreamShaperDreamShaper Posts: 728
    3Jane
    >Ruler:
    The new dimension tools are useful.  They might be more useful if you could actually snap on a ruler/precise measurement directly to the axis.  Adding additional rulers (snapping continuous or at right angles) would allow very precise placement.   I envision them being visible in a similar way to the mirror plane.

    (apologize for the previous double post)

    Have been thinking about this some.  Instead of a ruler, might be nicer to have a grid plane overlay that snaps to the axis,automatically scales to your baseline measurement.  Maybe in tenths (so if you have a 1m default, each square is .1m).  This would allow you to very precisely place things using an x,y,z coordinate system, visually.  Snapping would work as described above.  This could give a pretty intuitive way of handling measurements without being too interface heavy, or too imprecise.







  • Sterling77Sterling77 Posts: 509
    Neo
    I think for the ruler - a strait to bezier toggle would work a treat. Some of this discussion about ultra precise modeling is a bit of over kill in some ways - medium is a place to go and express and be free, and not get stuck in VR for 6 hours. As i have experienced moving past the 3 hour mark becomes energetically draining. Simple tools to do powerful things are where its at. 

    A new sugesstion would be a Belt Sander , this is an extension of the lathe tool - allowing you to cut shapes or fashion shapes from a moving negative cutting surface. Just an idea. 
  • hendrikvphendrikvp Posts: 3
    NerveGear
    I LOVE Medium, it is really great, keep up the good work!
    Though, it always can get a little bit better, right? ;-)

    1. Would be nice to be able to align the center of a model to the center of a mirror-plane.
    2. Transparency would be useful to be able to see a reference-image behind the model.
    3. I started off the first two times by using the sphere that is created by default in a new scene (as it is perfectly aligned with the mirror-plane), but had difficulties to add details to it, as even the smalles size of the tools is comparably big to the sphere. Even when I can manage to create the biggest sphere possible aligned with the mirror-plane, adding details is hard. So, being able to create bigger primitives / stamps would be helpful for this.
    4. Some form of splines that can be freely manipulated by their control-points, and the tools then can be aligned to it (like the modeling tool can already be aligned to a straight line).

    I hope that this project won't be abandoned, as it is currently free and generates no income to Oculus. Even as hobbyist, I would pay for it when it gets improved and updated along the time.
  • Sterling77Sterling77 Posts: 509
    Neo
    hendrikvp said:
    I LOVE Medium, it is really great, keep up the good work!
    Though, it always can get a little bit better, right? ;-)

    1. Would be nice to be able to align the center of a model to the center of a mirror-plane.
    2. Transparency would be useful to be able to see a reference-image behind the model.
    3. I started off the first two times by using the sphere that is created by default in a new scene (as it is perfectly aligned with the mirror-plane), but had difficulties to add details to it, as even the smalles size of the tools is comparably big to the sphere. Even when I can manage to create the biggest sphere possible aligned with the mirror-plane, adding details is hard. So, being able to create bigger primitives / stamps would be helpful for this.
    4. Some form of splines that can be freely manipulated by their control-points, and the tools then can be aligned to it (like the modeling tool can already be aligned to a straight line).

    I hope that this project won't be abandoned, as it is currently free and generates no income to Oculus. Even as hobbyist, I would pay for it when it gets improved and updated along the time.
    1. Would be nice to be able to align the center of a model to the center of a mirror-plane. >> 
    You can align the sculpt to the mirror plane by using snapping in the new transform tools options - 3 options WORLD SCULPT OBJECT, the mirror is on the sculpt zero point so if you zero out a sculpt and position it you can get the mirror center. 

    Transparency agreed 
    Splines agreed 

    I hope that this project won't be abandoned, as it is currently free and generates no income to Oculus. Even as hobbyist, I would pay for it when it gets improved and updated along the time.

    >> This an interesting perspective - Medium actually generates income from the sheer fact that there is nothing like it - so i bought my rift for the one main reason to use medium.
  • hendrikvphendrikvp Posts: 3
    NerveGear
    Thanks for the hint with the alignment, that is a big help!
  • hendrikvphendrikvp Posts: 3
    NerveGear
    Being a programmer, a plugin-SDK would be great. Though i know that the code of the tool itself has to mature, before a stable API can be made public, but maybe one day.... :smile:
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    I'm thinking if the Move tool could use a stamp profile instead of just a sphere it'd be kind of like godmode! 
  • ShuflieShuflie Posts: 10
    NerveGear
    Don't think this has been suggested yet, when using the paint tool have the non paint hand trigger act as a pressure sensitive colour change. By this I mean define two colours, one for trigger released and the other for fully pressed, then mix from one to the other as the trigger is squeezed.
  • DreamShaperDreamShaper Posts: 728
    3Jane
    Would be nice if the subtract tool for stamps could be made so it can be scaled to higher sizes.  The cube, in particular, is useful for cutting objects, and sometimes can't be made large enough to remove an area in one hit, without leaving edge fragments.

    Bonus points if a face of the cutting cube could be snapped to the mirror plane, with the line tool.  This would allow a model or layer to be cut in half, directly on the mirror face.  The user could then use the flip feature to create perfect symmetry. 
  • Sterling77Sterling77 Posts: 509
    Neo
    Agreed - Mirror and Weld would be very helpful. As well moving a part as a mirrored movement.

    Just a Quick note remember to check your sculpt position before starting a mirrored version of a sculpt - I had some trouble yesterday where I nudged the overall position of the sculpt, started modeling on a mirror plane and when i finished I couldn't zero out anything as my sculpt was nudged off world center.

    I tried everything to get it back to the zero center, but the damage was done 
  • OctopsOctops Posts: 3
    NerveGear
    edited August 2017
    I received my Oculus just a week or so ago and wasn't aware of medium..now it's one of my fav VR apps.
    I don't have as much experience in Medium as others in here but I've worked with Zbrush professionally so I know digital sculpting. Here are some of my first thoughts about sculpting in medium.

    -Clay surface constraint needs a depth setting.
    -Clay surface constraint seems to snap orientation to a default when brushing.Need to be able to orient the stamp.
    -Inflate needs an intensity setting...the trigger is quite sensitive.
    -Inflate needs to have falloff options, or even alphas/stamps to allow more control.
    -The invert function shortcut is awkward relative in how frequently it's used.
    -Show wireframe option / resolution level.
    -A spray option for the clay brush for scattering things, randomizing size, orientation etc.
    -The line constraint might feel more natural if you first click on the start point, then get a line following your movement, then release at the end point to create the line.
    -Primitives with some basic settings, so you could for instance adjust length, taper, thickness, bend, etc on the capsule or whatever. That would allow you to not import a million stamps.
    Snap/Lock axis for more precise placement
    -Masks and extract
    -To complement the cut tool, give the clay brush a "cut" option in addition to Add and Sub so you can boolean out complex shapes, while still keeping both parts. A cut plane would also be nice.
    -Move based on topology

    Medium has great potential..I'm hoping you're willing to let it mature so it's simple to use, but that advanced options are there for users that needs it.
    It would make a fantastic AR app too..and when VR gloves mature. Exciting times.


  • XblBlackFangXblBlackFang Posts: 11
    NerveGear
    We need a way of precisely placing single stamps. I suggest a "Layer from stamp" button in the layers menu. It creates a new layer with a single stamp in it. The stamp it placed exactly at the layer origin and then you can move the layer using the manipulator. This alone would greatly expand the potential for professional use of the software.
  • XblBlackFangXblBlackFang Posts: 11
    NerveGear
    Additional suggestion: Snapping stamps to the mirror plane. When the center of a stamp is within X (some configurable scalar in the options) the origin of the stamp snaps onto the plane and the X, Y, or Z axis (whichever has a smaller angle to the mirror plane normal) is locked into alignment with the normal of the mirror plane.
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    Paint spray seems to be projecting a sphere rather than a patch of facing-normals? Spraying one side of a thin sculpt doesn't really work without shrinking the spray size down to thinner than the area you're working on which is time consuming and annoying. Be nice if this could be changed. There would still be the option of brush-mode for covering the whole volume at once.
  • JoogaJooga Posts: 1
    NerveGear
    Hi, new to forums and don't know if this has been suggested before. Didn't see this on a quick glance.

    The main group entertainment for me and my friends is playing "3D-Alias" where the player picks an Alias card and chooses one word to describe by sculpting it in game. The rest of the group is watching this from the monitor. Now the difficulty is that the group is looking through the sculptors eyes so my suggestion is:

    Is it possible to make a fixed "camera" to one location at the scuplting room, so that monitor/tv could display the image from this camera while the player sees normal 3d-view from Rift. In other words your audience could see as if the sculptor is creating something in front of them, instead of constantly having a hard time tracking where the sculptor's eyes are at a given time.

    I think this would be an awesome feature to get the rest of the room better involved in the sculpting process. I understand this might increase GPU-load by lots and it should be a on/off feature in the settings if computer has enough power to run it.

    Also I strongly encourage everyone to try this 3d-alias, it really is amazing fun!
  • sabotougeesabotougee Posts: 1
    NerveGear
    I bought the Oculus Rift just for Medium and am loving it!

    I'm a character artist and have been using ZBrush since it's early inception. I can totally see using Medium as a much faster way to block out characters and using ZBrush for cleanup and detailing. I've always seen ZBrush as more of a surfacing tool. Medium gets you so much closer to real world clay sculpting. Hopfeully as I get better at Medium, I'll definitely put in a request for my studio to get a set to incorporate Medium into the character creation pipeline.

    When blocking out anything, I prefer not to use the smooth function as much but would rather have the left trigger (I'm right handed) act as the subtract function for the tool. This has also been mentioned in earlier posts. Smoothing models too early causes them to look mushy so I prefer subtracting as a way to keep clean edges and planes. Having to double press the A button to access the subtraction function kind of breaks the flow when sculpting.  I think the smooth function can be a combination of holding down the B button and pressing the right trigger button. That way, all your fingers can be resting on all three buttons (right trigger, left trigger, and B button) to be able to sculpt without breaking the flow.

    Also, since your thumb will be resting on the B button, maybe make this button, when pressed, be the menu for the tool settings. I use the tool settings much more often than the color menu when sculpting. The color menu can be the A button when pressed.

    Rotating a stamp feels a little restrictive at the moment. Since the scale function of a tool can be accessed by pressing and holding the right thumbstick and waving your hand left to right, I feel that the thumbstick rotation can be solely dedicated to the stamp rotation, allowing it to rotate the stamp in 360 degrees. Currently sliding the thumbstick left or right rotates the stamp on a fixed plane and moving the thumbstick up and down scales the tool (which is redundant). When wanting to rotate the stamp on a fixed plane (the face of  the controller should be the plane reference) maybe it can be a combination of pressing and holding the right grip button and sliding the thumbstick left to right can rotate the stamp in the YX plane or clockwise and counterclockwise. Pressing and holding the right grip button and sliding the thumbstick up and down can rotate the stamp in the YZ direction.

    If there's a way to create icons on the screen (or a custom shortcut menu by pressing and holding down the left thumbstick) to be able to select favorite tools, stamps, etc would be helpful in speeding up selecting things. Having to open up menus constantly to navigate and scroll to select often used tools/stamps/features(e.g. flip function) can be cumbersome. 

    This is all I have for now. I'm excited to see where Medium goes from here!
  • hughJhughJ Posts: 37
    Brain Burst
    This has been said elsewhere, but I'd really like a view mode that gives a better sense of the true resolution and help convey surface contours.  A toggle to show the actual voxel sub-structure, wireframe triangles and maybe a flat-shaded lighting option.
  • Sterling77Sterling77 Posts: 509
    Neo
    edited September 2017
    I seem to be getting stuck in a positioning issue, this is how it goes >> sculpt in medium / get happy >> export to Zbrush and bring the mesh back to Clay Layer - I think there is some cross communication going on.. i will try to be clear. 
    1. Start from a blank new scene - don't move anything 
    2. Reference mesh load 
    3. Select Ref mesh and position it into the center of the mirror plane 
    4. Copy to Clay Layer 
    5. Sculpt some more and get ready to export again for some more Zbrush love 
    6. Back in from Zbrush to reposition close to the existing layer position ( this is where it gets tricky ) 
    7. If i have saved the sculpt in a say three quarter position, moving the current import into position is difficult. 
    8. Just to get it strait >> we have World 0 Sculpt 0 Object 0 plus Pivot Pos and Medium World Origin. 
    9. To adjust everything into place - i have to move the current model back to World 0 and translate it to the mirror center and then the Import additions I zero out and move to the Mirror center - and in most cases you have to also Zero out the Mirror as well. 
    10. Then the kicker some parts are offset and cant be manually placed accurately. 
    11. And yes of course the Bounding Box irregularity, ie my sculpt has drifted impartially. Meaning the Bound is normal but the sculpt is offset. 
    I think what i might do is smash everything back to the center of the Grid on save. 

    What I would really like is a Zero Out all parts including the Mirror ( the Mirror should be attached to the World Imo) 

    Unless someone can point to some logical workflow and non confusing relationship between all these World, Sculpt, Object, Pivot, Bound, Center to Bound, Center to Sculpt, Medium Origin Point, Saved Mirror Umg !  
  • DreamShaperDreamShaper Posts: 728
    3Jane
    edited September 2017
    Ya, an ability to zero out would be good.  A way to set a center line on stamps would be useful too.

    Aligning anything is tricky, ability to snap planes parallel or perpendicular to the mirror line or axis set would be useful.  Just a rough concept, but something like this might be useful for line placement and/or object alignment.  Not a very clean or precise sketch, but enough to visualize how transparent grids which snapped together could be used to set up point to point drawing, and positioning. Grids could be fixed or scale as a set.  Any grid tied to an axis plane would probably have a matching color.  I'm sure this could use considerable refinement, but I think there's potential in the general concept.  Basically just transparent photos that could be cloned and slide along an axis to be used for reference points.




  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    Here's something I think would be helpful AF and possibly easy to implement? If you could save a position, rotation and scale, similar to how it's done with the mirror plane but for the sculpt. 

    It would make bouncing back and forth from blender easier, like if I wanted to go back to medium and change a bit of detail or add a layer or something, I could just work away, scaling and turning the sculpt in Medium, then at the end just reset the transforms and then re-export into blender and carry on. 

    It would also allow me to paint masking layers for weightmaps. Presumably if I don't change any geometry and just paint then the uv's will be the same for an export that hasn't changed in worldspace and I'll still be able to use the original albedo on the re-exported mesh?
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    Continuous uninterrupted stroke. When I'm laying down clay in constrain to surface - mode, right up until I release the trigger, the new clay is not included in the collision. So as long as I'm holding the trigger down I can get a nice even coverage. As soon as I let go of the trigger, tho, the new clay will pile up on top of the existing stuff and I loose the smooth surface on the overlaps.

    It would be insanely useful to me if I could press a button or something that would let me keep this effect going between strokes so I can take a rest and still take advantage of being able to go across my existing strokes without building up on them. I use this feature a lot but it can get pretty tiring trying to scribble-fill a large surface this way.

    Either a lock like I've suggested or the ability to only constrain to specific layers would probably accomplish much the same thing
  • P3nT4gR4mP3nT4gR4m Posts: 1,715 Valuable Player
    *bump* any chance of a sticky on this? We're drowning in feature request threads and this one has all the good stuff


  • MattHickmanMattHickman Posts: 359 Oculus Staff
    P3nT4gR4m said:
    *bump* any chance of a sticky on this? We're drowning in feature request threads and this one has all the good stuff


    A fine idea! 
  • MetronsMetrons Posts: 48
    Brain Burst
    I posted this alerady (didn't see there was a feature request thread, apologies)

    If i haven't said it enough already, i LOVE MEDIUM!!!
    I've been using medium a while now and i have some suggestions for the Medium team. 

    1. Can we PLEASE have a way to alter the shapes of our brushes? Imagine you have a cone shape loaded as your brush, now if i pull on one end of my brush i could scale it out more in Z. Here is a rough example, similar to when you draw out a primitive in 3dmax or modo, you have controls on the primitive for scaling. This could be SO POWERFUL, we could get so much more out of any brush shape loaded as our tool. (snapping increments would be amazing for this! and a reset to default scale would be great too).



    really basic idea, just some way of grabbing handles and manipulating our brush shape. the handles i'm imagining would be incremental when snapping is on for a clean deforming of the brush.



    2. Can we please get a perspective/ortho toggle? I'm a character artist and a lot of times our concept art for things like characters, weapons or armor are drawn in an ortho view and its just so much easier if i can have an ortho view to line up my concept reference. 

    3. 'camera bookmarks' would be really nice. as someone who has to look at reference all day when sculpting, i'd love to have camera bookmark so i can keep looking back at certain areas to make sure they're correct. 

    4. Can we get a toggle to turn off the brush shape while laying down a stroke? Similar to what substance painter does with turning off the alpha when you're putting down strokes. i love the green/red shapes of our clay brushes, but when i'm sculpting or cutting away i find it incredibly distracting, i cant actually see what i'm doing most the time. 

    5. favorite clay shapes. 

    I'm CONSTANTLY having to go back and dig for the brush stamp i JUST used. this is a non stop in medium. i'm suggesting this area on the clay brush menu be an area where we can drag and drop the brush shapes we're using (a). If you expand that area we could have 6 areas to drag and drop our shapes (b). 

    Ideally this would store our shapes we've dragged there, even after you close medium since i imagine those shapes you may use often. This could REALLY streamline sculpting. This is just a rough idea, i'm sure the medium genuineness can do way better, but from a production standpoint this would really speed things up imo. 



    Thanks for listening, i really, really, really love this tool!
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