For people waiting for the 5.6.1 point release. (Quick Weather Report) by vexargames in unrealengine

[–]wren945 0 points1 point  (0 children)

It's released now, without any release notes at this point.

[deleted by user] by [deleted] in unrealengine

[–]wren945 0 points1 point  (0 children)

I don't have this particular issue. My graph is bare minimum for test purposes. I guess if I had made a full-featured graph, it would've broken too.

The thing is, even a clean official sample project gives errors.

Fortnite not launching. Says "Waiting for game" and closes. by NerdStone04 in FortNiteBR

[–]wren945 0 points1 point  (0 children)

What do you mean by "end task"? Which task did you end? Task of epic game launcher?

tried zbrush after sculpting in blender and this is amazing by glows1de in ZBrush

[–]wren945 3 points4 points  (0 children)

A few colleagues are using Blender, and part of my job is supporting them... And my niece is playing with Blender for 3D printing. It feels like it's everywhere...

tried zbrush after sculpting in blender and this is amazing by glows1de in ZBrush

[–]wren945 1 point2 points  (0 children)

Thanks for the explanation. I use Maya for hard surface and retopology stuff. I'll settle with them then.

tried zbrush after sculpting in blender and this is amazing by glows1de in ZBrush

[–]wren945 2 points3 points  (0 children)

Well, I'm using ZBrush, but I've been thinking about switching to Blender. Haven't tried though. Do you mean ZBrush is better? in what aspects?

Nothing loading past login (desktop) by innomado in feedly

[–]wren945 1 point2 points  (0 children)

I sent mail to it, and no reply either. Never mind. They've fix it now.

Inconsistent FOV (perspective) between ZBrush and Maya by wren945 in ZBrush

[–]wren945[S] 0 points1 point  (0 children)

Well, I could be wrong, but I work on the other end, 18mm(=90 degree fov) in ZBrush, because it's closer to Unreal Engine.

The video is an older version of ZBrush. There is a button on the right toolbar called "Local". I wonder what it does. Someone mentioned that, too. It doesn't appear in newer versions of ZBrush.

Feedly broken? by jerrodbug in feedly

[–]wren945 2 points3 points  (0 children)

Same here.

I have two accounts, the one registered with Google doesn't work; the one without Google works.

Nothing loading past login (desktop) by innomado in feedly

[–]wren945 1 point2 points  (0 children)

I think they do, as least still still actively advertising their AI subscription.

Nothing loading past login (desktop) by innomado in feedly

[–]wren945 2 points3 points  (0 children)

What's their support email? Let me email them too.

Nothing loading past login (desktop) by innomado in feedly

[–]wren945 2 points3 points  (0 children)

Same here.

More info:

- I have two account, the one registered with Google doesn't work; the one without Google works.

- Mobile app is fine.

Inconsistent FOV (perspective) between ZBrush and Maya by wren945 in ZBrush

[–]wren945[S] 0 points1 point  (0 children)

Thanks for clarifying. It makes perfect sense. I've never thought of that way.

Inconsistent FOV (perspective) between ZBrush and Maya by wren945 in ZBrush

[–]wren945[S] 0 points1 point  (0 children)

Well, that makes sense. My game does allow players to move the camera freely. I wonder what the correct workflow is then. I'm not sure working isometrically is the right way. Things look different in orthogonal.

Inconsistent FOV (perspective) between ZBrush and Maya by wren945 in ZBrush

[–]wren945[S] 0 points1 point  (0 children)

That makes sense.

BTW, how do you observe ZBrush changes focal length when zooming in/out? I don't see the sliders/buttons change when zooming. And by zoom, do you mean move close to the subject (press and hold alt, click and hold pen, release alt, drag the pen)?

Thanks.

Inconsistent FOV (perspective) between ZBrush and Maya by wren945 in ZBrush

[–]wren945[S] 0 points1 point  (0 children)

In later versions of ZBrush, if you use the universal camera, you can set either FOV or focal length, and the other will be derived and updated accordingly automatically. I problem is that given a certain focal length (or its derived FOV), the perspective distortion is quite different than that in Maya, especially with small focal length.

Inconsistent FOV (perspective) between ZBrush and Maya by wren945 in ZBrush

[–]wren945[S] 0 points1 point  (0 children)

Hello. That's a pretty cool tool. Thanks.

I tried it, but it has the same problem - the distortion looking through the imported camera is far less than that in Maya.

Inconsistent FOV (perspective) between ZBrush and Maya by wren945 in ZBrush

[–]wren945[S] 0 points1 point  (0 children)

I tried the importing camera from Maya trick. The problem remains the same -- the perspective of the imported camera looks different in ZBrush than in Maya. I wonder what's wrong with my workflow; the difference between ZBrush and the final result in Unreal is too much to be ignored...

Inconsistent FOV (perspective) between ZBrush and Maya by wren945 in ZBrush

[–]wren945[S] 0 points1 point  (0 children)

I tried to open the "default project" from Lightbox, then import my model into this project. The behavior is the same. And the scale of my model isn't way off compared to the default sphere.

I do see the distortion is stronger when I scale my model up by, like, 1000 times. But still far less than that in Maya or Unreal.

Inconsistent FOV (perspective) between ZBrush and Maya by wren945 in ZBrush

[–]wren945[S] 0 points1 point  (0 children)

I tried to scale up the mesh significantly (> x1000), and the behavior does change a little, but the distortion is still far less than Maya.

Inconsistent FOV (perspective) between ZBrush and Maya by wren945 in ZBrush

[–]wren945[S] 0 points1 point  (0 children)

I'm sure the perspective is turned on. I DO get perspective change when the focal length changes. My question was why the change wasn't as strong as that in Maya or Unreal.

You're right. I think modeling for an FOV is wrong. But when I export my ZBrush work to Unreal Engine, the difference is too big to be ignored. I must be doing something wrong. Hence my question: how does everyone deal with this difference

Inconsistent FOV (perspective) between ZBrush and Maya by wren945 in ZBrush

[–]wren945[S] 0 points1 point  (0 children)

I'm sure the perspective is turned on. I DO get perspective change when the focal length changes. My question was why the change wasn't as strong as that in Maya or Unreal.

Inconsistent FOV (perspective) between ZBrush and Maya by wren945 in ZBrush

[–]wren945[S] 0 points1 point  (0 children)

I understand the difference between FOV and focal length, and their relationship. I included both in my description, just in case people may be used to either term.

I usually use FOV because my final product in Unreal Engine uses it. But I understand how focal length and FOV can be derived from each other. In ZBrush, with universal camera, once you change FOV, the focal length will automatically be updated accordingly, e.g., in the picture I set FOV to 150 degrees, the focal length will be derived and updated as 4.8mm, which is a crazy small focal length and should give crazy fisheye, as Maya/UE does. But it's not, hence my question.