
We’re celebrating the end of the year with our
2.2 Release! We’ve listened to your feedback and worked to improve Medium as a
powerful object editor.
Accidently moved the mirror tool? We’ve added Node Lock! Scene Graph confusing you? Check out the new Node Settings menu! Unintentionally changed your stamp orientation? We’ve swapped the tool size shortcut and applicator transform! Find yourself constantly revising your settings? Most tool settings now save across sessions. To top it off, we’ve added 10 new languages.
Node lock is in! Lock scene objects to prevent accidental moves, or lock your layers to freeze clay editing.
Tool settings - except for constraints, color, stamp, and the size slider - now save across sessions. Scene settings still save across sculpts.
The scene graph is now organized in a much less cluttered format, making hierarchy editing faster and more understandable with the new Node Settings menu.
We’ve added a toggle to turn custom stamp color on or off in the stamps menu. It defaults to “Off.”
Move tool: Double clicking in Move Tool now toggles between default and elastic move, and strength in both modes has been tuned to incorporate more stiffness parameters.
You can now change the tool applicator transform of all tools, including raycast tools.
New languages available! Change your language in Skyline to access Medium in Danish, Dutch, Finnish, French, German, Italian, Norwegian, Spanish, Swedish, or Japanese.
As part of the localization push, we now allow the import and reading of assets named with special characters.
We also fixed the long standing bug where users with special characters in their Windows username were unable to start.
We’ve swapped the tool size shortcut and applicator transform to minimize the amount of mistaken applicator changes.
Push the tool hand thumbstick to the left or right for the shortcut to change your tool size, which is now also more accurate.
Depress the tool hand thumbstick to change the applicator transform.
We’ve updated our Manual to reflect some of the current changes. Visit our manual by navigating to the top black bar at www.oculus.com/medium, or going straight to www.oculus.com/medium/manual.
The move tool respects grid snap constraints.
Required confirmation when deleting assets in the asset browser.
When you select a scene object, its node in the Scene Graph will scroll into view.
Clay surface artifacts fix. This was showing up mostly when using the move tool repeatedly.
Default file names when saving or exporting are back, and dictating a library is not required before saving.
Steady stroke with raycast tools have been re-tuned.
Stamps no longer rearrange order within their collection every time the app restart - they will stay alphabetical.
Bloom is no longer enabled at launch if option is set to off.
Improved video capture quality using the in-Medium capture on NVIDIA machines.
Export folders now reliably and automatically generate.
The export transform is now the scene origin.
Move tool preview now consistently updates when pressing the alt tool or around the scene graph.
Repeatedly looking at tooltip videos over time doesn’t cause graphical corruption.
Fixed existing ASW implementation ahead of ASW 2.0 release.
Comments
Edit: I restarted the app and it worked fine after that!
It just sits on the loading screen forever
I am running 2 monitors although medium did load fine earlier tonight before the update
Low res inflate is a bit inconsistent across mirror sides, but overall mirroring appears better. I don't really have the hang of re-centering stamps yet, so jumping out to reread the instructions. Will just have to go through everything as soon as possible.
Overall is impressive so far, I like the way the palletes got stacked. Very intuitive. Definitely moving in the right direction! Going to have to get a few days in before I form deeper opinions about it. Looking forward to checking out the changes to the other features.
Edit: Checked out the angle/grid snap improvements. Definitely some things to explore there. Interesting potentials!
I still have memory issues pretty quickly. Granted I've got only 8 GB of RAM, but I still find it weird that the memory would fill in so quickly. There's definitely some optimization to do on that part. Like, why isn't memory cleaned up whenever I load another model (or try to make a new one)?
My hopes for VR next gen:
- Full Body Tracking. Come on, Oculus!
- Eye tracking with foveated rendering. Must reduce the power needs!
- More big-scale games. I need a true VRMMORPG!
- Bigger community.
"If you don't mind, do you want me to take you there? Where dreams come true."
@LuluViBritannia, Thanks for the description there. Bugging it!
Medium Ver. 2.2.1 Release Notes
Bug Fixes:
Inconsistent scene origin offset is now repaired.
Material slider increments have changed to allow for better granularity.
Color now saves across sessions.
Please see attached log.
PC Spec:
Windows 10
I7 8700k
1080ti (latest drivers - 417.35)
Ive tried reinstalling both Medium and Nvidia drivers.
Any ideas from the log?
Thanks,
Medium Ver. 2.2.2 Release Notes
Bug Fixes:
Tool menu UI buttons activate on trigger press instead of release.
Tool apply transform edits should no longer be on the undo stack.
Fixed the visibility icon in the Scene Graph showing as on, when Scene Origin disabled.
Meshes now import with their externally set origin and scales.
Lathe is now parented under scene origin and no longer ground constrained and can be freely moved around.
Moving the lathe around is now undoable.
Fixed cut tool on hidden active layer not giving good visual feedback.
Fixed how the flatten tool appears constrained to the surface when setting is toggled off.
Fixed the inability to not write over external sculpt files.
Fixed move tool artifacting on the fall off on the default (non elastic) mode, when strength was less than 100%.
Fixed bug where move tool set to affecting all layers, affected locked layers.
Fixed bug where sculpt layers were still modified when hidden in scene graph.
Added a lock icon on the node settings menu, alongside other shortcuts like visibility, duplication, etc.
Increased the range of the cut tool to help cut higher res layers.
Fixed the bug around number pad sticking to support hand when set to left handed.
Got rid of tool hand AO at close zoom.
Increased the max available light intensity.
Stability Improvements
Fixed the crash when duplicating a set of multiple layers past the 100 layer limit.
Fixed the crash when cancelling a layer operation after a low memory warning.
Fixed a crash that made Move Tool a lot less stable (there was a memory bug).
Fixed another memory issue with Color Picker that would cause a periodic crash.
Medium 2.2.3 Release Notes
Bug Fixes:
Scene origin transforms now persist through export and Share to Home
Fixed artifacting when symmetric move tool spheres with strength 100 overlapped in mirror mode
Lighting Model Changes
We fixed a calculation error in our lighting model and lights have a more realistic falloff now. This fixes an issue where the lighting would dim on a sculpt when zoomed in too much, and light intensity on a sculpt surface is also a more noticeable function of local distance. New lights added will use this new lighting model--old lights in previous saves will retain their old properties.
Bloom has been tuned to better fit the new lighting model intensity range
Removed radius from point light UI in favor of point light scale
Known Problems:
Sharing to Facebook as a 3D Post sometimes fails.
Studio Share disconnects immediately after connecting.
I reported an issue previously on the 12 Jan, where Medium/Dash is crashing at regular intervals.
The problem seems worse since updating to 2.2.3 (its happened 5 times in the last hour unfortunately). Identical error as previously reported:
I've tried updating to the latest Nvidia drivers, no difference unfortunately.
*** Additional points ***
- I was pretty sure this is a graphics memory leak, but if it is it does not appear to be cumulative (monitored on Task Manager and GPU or Sys mem its not increasing) . Noticed that when loading a sculpt graphics card fans are spinning at an average level, within 10 minutes spinning at a very high rate crash then occurs (this is without adding any additional layers since loading sculpt or increasing res).
- GPU utilization however does grow on an upwards curve (see below), till crash occurs (still smells like a memory problem):
- If I take my headset off or keep it on and stop doing anything (just sit there, looking around, not actively sculpting), then GPU usage returns returns to normal levels and I can avoid a crash.
- Interestingly, after a crash I have to restart Oculus otherwise Dash does not work.
Regards,
After looking at your comments about Dash and the last log info, it looks like you're having a Vulkan error that is a result of bad drivers. Sometimes, a normal driver upgrade doesn't always repair your Vulkan drivers, so I recommend a manual upgrade following the instructions below:
How to update your graphic drivers - https://support.oculus.com/1802104516741690/
How to repair Vulkan drivers - https://support.oculus.com/836193806590425/
I've tried both repairing and manually uninstalling/reinstalling Nvidia drivers (418.92) and downgrading to older drivers (4.16.34), the same issue is occurring, no change in behavior.
I also tried a clean re-install of Oculus, to be on the safe side, again no difference.
The frequency of the Vulcan API crash has increased greatly since I updated to 2.2.3 (every 5-10 minutes when sculpting). I've went back to some older sculpts in case the issue was specific to the geometry of my current and the crash is just as frequent.
One thing I have found that decreases the frequency of the issue is to turn off a number of visible layers (e.g. turn off 14/19). When I do this the issue does still occur, but seemingly not as frequently.
I've also spent an hour playing Rise of the Tomb Raider which also used Vulkan API and it remained stable (as do other games and Graphics apps).
*** Update ***
I think I have narrowed down the trigger of this issue in my case. I had the majority of layers set as follows:
-Diffuse Light: 1.00
-Diffuse Color: 1.00
-Spectacular 0.30
-Roughness 0.60
-Occlusion 0.60
This is a different combination from what I typically used. I happened to change Spectacular to 0.15 (on all layers that were set to 0.30).........and I haven't had a crash in 1 hour. Sorry, not a nice issue for you Dev's to fix if this is the root cause :-( .
Thanks again for your help,
Anyways, this is very strange. Are you just randomly crashing all over the place? Are you messing with the color picker and losing grip trigger functionality? What does the error messages say when you crash?
Ha....Yeah I work in R&D (QA Test Engineer/Manager for an embedded systems company), 3D artist as a hobby.
If your Dev's set up a sculpt with about 20 layers (detail level 5-6) and set each layer to the above shader settings, then they should be able to replicate reliably within 5 minutes of constant tool use (at least I can reliably on my rig).
I've tested for 2 hours more with Spectacular set to 0.15 and in total only 1 Vulkan crash in all that time, switched back to 0.30 and it occurs frequently.
Same error each time;
02/13/19 18:53:03 [S]: Vulkan verify failure (-4) at line 503 of src\Vulkan\renderDeviceVulkan.cpp
Can be using any tool when it happens, the trigger defo relates to the shader settings in my previous post. Never occurred with color picker and no problem with grip.
Hope this helps.
Regards,
Mark
Medium 2.2.4 Release Notes
Bug Fixes:
Fixed grip trigger losing global manipulation after swiping out of the light settings and color picker! This phenomenon was also causing consequent crashes when interacting with windows.
Fixed custom stamps of the same layer name being moved into the wrong collection.
Fixed color picker persisting after swiping out of menus.
Fixed grid snap increments.
Known Problems:
Sharing to Facebook as a 3D Post sometimes fails.
Recording a 2D video within Medium and livestreaming to Facebook will crash.
Recording a 2D video within Medium and using Shadowplay will crash.
Studio Share disconnects immediately after connecting. Because we have not yet found a fix, we are disabling the feature for now. We will re-enable it when it works once more.
Any luck with tracking down the following error (I'm still seeing it pretty frequently)?:
02/13/19 18:53:03 [S]: Vulkan verify failure (-4) at line 503 of src\Vulkan\renderDeviceVulkan.cpp
Thanks,
Mark
Medium 2.2.5 Release Notes
Bug Fixes:
Tool color pickers occasionally persisting in the scene for left-handers is fixed.
Scene graph color pickers (world and light settings) will no longer occasionally pop into a wrong location when dismissed.
Scene light brightness slider is now non-linear, giving more wiggle room at dimmer ranges. This affects the numerical brightness of existing lights in the UI, but does not change the actual brightness in the scene.
Fixed an issue where slider values would jump to 0 if the cursor moved off of the 2d UI panel while moving the slider handle.
Known Problems:
Sharing to Facebook as a 3D Post sometimes fails.
Recording a 2D video within Medium and livestreaming to Facebook will crash.
Recording a 2D video within Medium and using Shadowplay will crash.
Studio Share disconnects immediately after connecting. Because we have not yet found a fix, we are disabling the feature for now. We will re-enable it when it works once more.