1. #31
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    Well after you second reply Ignacio, i would have a lot to say and i have a lot of idea on what Pixologic should focus on.

    One that illustrated greatly your purpose Ignagìo : all Zbrush plugins simply can't to communicate together.
    or about the CGF file that are binary data , whichi never seen tht before, a cfg file should always be human readeable.

    What I like Pixologic apply on next Zbrush build is :

    - to port all their plugins like uvmaster, decimation, FBX exporter, decimation, and Subtools Master as Api function that we can use with Zscripting.

    - Even better I like Pixologic share a SDK for third party developers not that goz sdk that none of us has been capable to work with or just to read it :

    Access to mesh/uv/morph,
    A class that we can use to rebuilt the Viewport/Canvas completly and use DX/OGL API.
    A herited class that can extend the default Viewport/canvas of Zbrush
    A Shader SDK with some examples of the current shader types that exists already in zbrush. (A way to just extend the current shaders.)
    A way to create our own Shader Classes with our own viewport/class class.

    Access to input Classes, so someone would try to add VR support in zbrush


    Another really important requests for me :

    1. Increase the number of matierials in the material picker and Zproject ( let the zscripter handle what is best for the performance within Zbrush).

    - Add material to the picker
    - Delete a Material from the picker

    2. Save BPR render passes ( shaded ) as RGB 16/32 Bit for PSD and TIFF format. ( mainly we can bake a normal map in RGB32bit, but we can only export to rgb8bits which is really annoying :/
    (eventually a button that send the BRP pass into the Texture Picker, so we could save as EXR file.)

    3. A Shader with the one we can load a texture sampler on into BASE / A / B / COLOR slots

    The purpose all these requests is to make possible to handle several variant of the normal map matcap on the same rendering pass( with different intensity per subtool ).

    The development of Zbrush is so slow that it would be great to get access to all this.
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  2. #32
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    What you describe would be a dream but I think you are maybe too ambitious with those requests. I would be happy if they would simply release what it's already available now that could make our lives easier. I can't tell them to spend their limited time to do what I want. ZScripting has always required to find "creative ways" to achieve goals through hacks, cheats, tricks and other indirect, sometimes overcomplicated methods and I get the feeling that it's intentionally limited. I don't think it was conceived with the idea of developing very sophisticated Plugins but automatize and help with tedious tasks. That's pretty much all.

    Good luck. I admire your enthusiasm I hope they will listen to you.
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  3. #33
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    I will like to know if anyone had a close look at the complete Test i made comparing Allegorithmic and ZGametools algorithm of normal mapping ?
    And if you got some feedback concerning it.
    It's possible you may had missed my previous message at the end of the page 2, as i posted two messages in a short timelapse

    Now concerning the bridge between ZBrush and Photoshop CC with the layer building support, i like to tell you that i started to script something to build a JSX file out of the rendering process.
    Which means that it will check the rendering options and create a psd file accordingly to what is enable and what is not.
    it will be faster than output the file during the rendering process, so you can after you export the first time to photoshop, to simply edit the
    file into a none destructive approach, if you do additional rendering, it will update the PSD file in real time.
    Also if you change the project name, you can rebuilt JSX file on the fly , grouping rendered passes as you wish etc..

    You it will be possible to create layer group to have old Diffuse workflow, and PBR workflow, and if you enable both, you could have both into the same file.

    Also this way i can apply a crop on the texture depending of the canvas size,to remove the margin, and all this can be invisible process for the user

    I gonna make the code easy to port through all the other toolsets ( Renderer and Baker, i still working on the Texturer for now)
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  4. #34
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    Hey Guys, not a long time, and i come back to you with my own solution to work with Zbrush/ZGametools and Photoshop.

    Smart and limitless features, you control the entire build process in Photoshop and automate all the task you want.
    you can create your own library of functions so easily and its portable for easy reuse.


    Now please guys spread the word around you with the link
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  5. #35
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    Here is a video i made few days ago to show how to use the AppendSDk function and hook the Main script process to extend, customize and automate the loading process in photoshop.

    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  6. #36
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    f☺celess ! Wow, what a nice tool !

    Where can i get it ?

  7. #37
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    In_head >

    I'd like to give you a quick answer about the pricing
    At the moment the all the Zgametools Toolsets are still in development ( Renderer, Texturer and Baker).
    The product on Gumroad, has the biggest price as possible to prevent any people to buy the product at the moment.
    In middle term period i like to use Gumroad to manage the licensing, and all the activation process
    Gumroad help me to distribute the beta version of all ZGametools toolsets.

    Lately it will be available with indie pricing
    the option will be :
    or you bought the full toolsets at once ( texturer, baker and renderer),
    or you can get the toolsets one by one and time after time, depending of your needs.
    There will be a studio pricing with license per seat, which is also the none indie version if tthe annual revenue exceeds 100k.
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  8. #38
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    Hello guys, any feedback on this ?
    Does it gives a global understanding of what the toolset is capable of ?(TEXTURER)
    they are all illustrated as icons on bottom of the screen ( just under the zb canvas)

    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  9. #39
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    OMG I just found this thread and I am speechless with all the stuff available. This is incredible work and I'm very keen to get my paws on it.

  10. #40
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    thank you dillster it's such of comment that keep me motivated
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  11. #41
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    Looking better and better
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  12. #42
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    Hi f☺celess,

    I've moved this thread because the ZScript Utilities forum is intended for finished scripts and plugins. Another user posted a similar "preview" and I think it is simply frustrating for users as well as making the forum more difficult to navigate. See the forum guidelines here:
    http://www.zbrushcentral.com/showthr...before-posting Of course, please post a new thread when your plugin is available.

    Cheers,

  13. #43
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    Delete it that will be the same...
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  14. #44
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    OK. Let's see if I understood this correctly:
    There are 2 forums for ZScript related threads. Right? One is for finished utilities and the other to get help. Nothing more, there can't be any conversation about ZScript that doesn't fit strictly into any of those categories. If someone, like Faceless, wants to talk about his ideas for a plugin just to get some feedback, get to know what people think, get new ideas from the users, find testers etc... Then OBVIOUSLY he shouldn't start that thread in the ZScript forums but in the Community forum (defined as "All non-ZBrush topics ... computers, movies, books, hobbies, and life in general" ) for the sake of ORDER and to maintain things less frustrating... Because, you know, ZScript is a non-Zbrush topic and because, if it wasn't for these threads completely out of place, your forum wouldn't be the mess that it is today...
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  15. #45
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    the best is that he told me to not get disheartened... few posts ago...
    The users of zbrush made all the reputation of pixologic..
    I'm looking for a door for my development, and marcus close this door...
    I don't care anymore about pixologic I will do differently.
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

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