The Future Of Plasticity is BRIGHT!

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  • Опубликовано: 12 янв 2025

Комментарии • 45

  • @Argyll9846
    @Argyll9846 19 дней назад +11

    I have hundreds of Plasticity models I've created and what's really needed are thumbnails of our models. After a while and a few more models, names on files don't really mean a great deal and with the passage of time even less. While all of these new features look great, I could live without most of them, but not real essentials like thumbnails, which is a really needed, missing feature of this great modeling program.

  • @FrancoDiFrancesco-g5f
    @FrancoDiFrancesco-g5f 19 дней назад +4

    The best of 3d modeling: Blender + plasticity integrated

  • @Puckerization
    @Puckerization 18 дней назад +3

    Thanks for this. A huge U.I improvement all around. I'd like to see an option to show more than 8 icons on the lower horizontal Command menu, there's nothing else getting in the way of displaying more options in that menu.

    • @takerefuge3d
      @takerefuge3d  18 дней назад +1

      Yeah agree the three dot menu exposes available commands which is quite useful

    • @Puckerization
      @Puckerization 18 дней назад

      @@takerefuge3d Yep, but just extra clicks when there doesn't have to be.

  • @matsy7450
    @matsy7450 19 дней назад +2

    Uh I learned this good news from your video 👍a Christmas present for all Plasticity lovers.
    It seems like a great update, I like the redesign 🤩Those vertices finally clearly visible are the best thing..What more would I want? Even more powerful curved surface tools..🤟

    • @takerefuge3d
      @takerefuge3d  19 дней назад

      Haha there's always room for more features, for me it's a balance of quality of life and actual functionality been added in tandem.

  • @3drocket
    @3drocket 11 дней назад +1

    I would prefer if Plasticity kept the focus on modelling rather than putting a lot of effort into materials or rendering. I can use other tools like Blender for that. On my wish list would be Generative design and FEA features.

    • @takerefuge3d
      @takerefuge3d  11 дней назад +1

      I understand why you might want those tools and who knows maybe down the line anything is possible, but for now I disagree, there is already a lot of CAD software that fills that nook.
      I think what makes plasticity unique is it's a snappy direct modeler aimed at artists, and I think it's important at least for me that it keeps that trajectory.
      Adding basic materials I think is super important for look dev even when modeling as it helps visualize an outcome without breaking flow.

  • @overseastom
    @overseastom 19 дней назад +1

    It seems like the new cross-section function works with custom planes too, so if you set one up at an angle, activate it, and then hit Cross-section, it xrays through at that angle. It'd be rad to be able to click the cross-section button again and have it flip the side it's cutting away too. Good little update. Rock on, Nick and crew, and to your fine self too, Mr. Refuge :)

  • @infographie
    @infographie 18 дней назад +1

    Thanks, that's interesting, nice post.

  • @upcomingvillain
    @upcomingvillain 15 дней назад +1

    Wish you could access fonts you have downloaded

    • @takerefuge3d
      @takerefuge3d  15 дней назад +1

      Me too but it's not hard to convert any image you like into svg and import it.
      I did a video on that also.
      ruclips.net/video/ccWV3EHEdWk/видео.htmlsi=igSQV52S_4n_dP4h

  • @UnchartedWorlds
    @UnchartedWorlds 18 дней назад +1

    Do you think Plasticity will ever implement UV unwrapping inside of it? So we can unwrap there since it has better knowledge of the shapes and objects and can/could do a better job and bring that into Blender? Does this sense make question?

    • @takerefuge3d
      @takerefuge3d  18 дней назад

      I don't know because uvs are based on polygons to be honest it marks sharp edges which is really handy. all the tools you need are already there in blender.
      Maybe if you could mark a custom seam or something in plasticity it could be useful, but I don't know of the devs would bother with this as the tools already exist else where.
      There is also rizom UV which has a version aimed at at cad models

  • @overseastom
    @overseastom 19 дней назад

    Looks like the shadow in rendered view is only cast onto the Z-depth of zero as the ground plane, cos it's showing up smack dab in the middle of a model I have, just hovering in mid-air, since the model crosses that plane. Pity it can't be turned off in rendered mode (yet) :P

  • @souravgames
    @souravgames 19 дней назад +1

    is there a tutorial for this vase

    • @takerefuge3d
      @takerefuge3d  18 дней назад

      No but I can do one, I might have a recording I could maybe put up a time lapse of a similar one that's in the pinned post here bsky.app/profile/takerefuge3d.bsky.social

  • @orisuestudios
    @orisuestudios 19 дней назад +2

    I have indie so I can’t access yet but keep us posted

  • @calilifestyle
    @calilifestyle 18 дней назад +1

    How do i get the beta version. Right i need that section cut feature. i've really been struggling with Plasticity. I guess i feel like it's trying to be cad but not.

    • @takerefuge3d
      @takerefuge3d  18 дней назад

      it's trying trying to be cad with an artist friendly tool set so it's never going to have the full feature set of engineering software. If you have a studio licence the beta is in
      the unstable releases tab on the plasticity discord.
      I'd make a back up of your save as beta could have some instability.

    • @calilifestyle
      @calilifestyle 18 дней назад +1

      @@takerefuge3d thank you i had rewatch the video and notice i never signed up for to the discord

  • @jacquesjanoyer
    @jacquesjanoyer 19 дней назад +1

    Cool !

  • @dudule1232
    @dudule1232 19 дней назад +1

    I hope plasticity won't try to imitate blender ... I see plasticity as the perfect encounter between fusion360 hard surface modeling and Rhino surface freedom ! Dimensional modeling for the win, we don't need another 3d mesh generator

    • @takerefuge3d
      @takerefuge3d  19 дней назад

      Nah it borrows a lot of design elements from blender but under the hood it's all parasolid and xnurbs

  • @sfcoawol6273
    @sfcoawol6273 19 дней назад +2

    I wanted to love plasticity but I got a bad taste when they made the claim "buy it once and own it forever" but then on their faq page they explain that the software is "node locked" and can only be used on a limited number of systems before you cannot use the software anymore(or contact them so they can every so graciously give you more installation slots ). kind of makes it sound like you don't own it forever. that's a no go for me

    • @takerefuge3d
      @takerefuge3d  19 дней назад +4

      At the moment you need to email to unlock nodes, maybe in the future they will automate this, like Marmoset does for now it's a manual process via email, but this isn't unusual for perpetual licence software

    • @FPChris
      @FPChris 19 дней назад +1

      I see no issue.

    • @sfcoawol6273
      @sfcoawol6273 18 дней назад

      @@takerefuge3d maybe not unusual, I looked up affinity and all of their software does not appear to be node locked so its obviously not the standard, even if I were to buy plasticity I would have to crack it just so that I felt like it was actually mine, its like buying a new electric car but having to connect to their servers to see if you have permission to charge it and after a period of use they have the right to terminate your ability to charge it.
      this is why I don't buy most software. there is no argument that substance painter is better at texturing than blender but I refuse to support adobe so blender is "good enough".
      I wanted to like plasticity but combined with him jacking the prices of the licenses up, the node lock, and despite saying that studio wouldn't be given any extra features did it anyways I refuse to also support nick. blender will be "good enough"

  • @mae2309
    @mae2309 19 дней назад +1

    these blokes at plasticity are getting a bit greedy.. I bought my indie as soon as the firt version came out.. when they implemented xnurbs inside the pro version . I wanted to make a jump into the pro version. but I had to buy the software again. WTF... they should just sell it to us who already have the indie version for half the price. just to make the jump to the pro version.

    • @anab0lic
      @anab0lic 19 дней назад +2

      You dont pay full for the upgrade, at least that wasnt how it worked when I upgraded from indie to pro version a while back.

    • @mae2309
      @mae2309 19 дней назад +1

      @@anab0lic I think I will hit them up again and hopefully the'll let me upgrade for a comfortable discount.. cheers. thank for replying mate!! I will check out your shaders for plasticity..

    • @takerefuge3d
      @takerefuge3d  19 дней назад +2

      Yeah I emailed and got sent a coupon as I was still in the 1st year.
      Since then there is this page for upgrading.
      www.plasticity.xyz/upgrade-renew

  • @tahwissa
    @tahwissa 19 дней назад +2

    Blender much better

    • @overseastom
      @overseastom 19 дней назад +4

      Different tools, mate, and this one is still new. No need to be a hater, especially at Christmas. (edit: just noticed the flag in your profile, so nvm about the Christmas bit, I guess. Never a need to be a hater anyway though!).

    • @anab0lic
      @anab0lic 19 дней назад

      Not for me, id rather use pretty much any polymodeling software over blender.

    • @sfcoawol6273
      @sfcoawol6273 19 дней назад

      @@overseastom no I would actually agree with op a little bit on this one, I feel where this software would really shine would be for 3d printing but since he has openly stated that precision modelling really isn't a focus in plasticity then that means its more for making objects that will be rendered. in renderers like blender, when I tried the trial for plasticity and tried exporting models to blender to be rendered the conversion process actually made bad typology that could be clearly seen in the final renders, this was an older version and maybe this has been fixed but i could actually do a better job in blender, in the test i actually modeled the same object in both software and placed them side by side in a render and other people pointed out that they liked the blender model better also so it wasn't just me. of course i could have just cleaned up the typology in blender but i feel that defeats the purpose of cad modeling

    • @takerefuge3d
      @takerefuge3d  19 дней назад +2

      If you we're able to visibly see shading errors then something was off in the process, there briefly was a bug with the blender bridge not recalculating normals correctly in 3.6 but I've rendered dozens of plasticity models in blender and optimized them for game engines aswell.
      However that being said blender IS better at lots of things that plasticity isn't trying to do.
      Remember that the closest thing that blender has to a plasticity work flow is a boolean workflow which too be efficient requires $$ worth of addons and requires the same amount of clean up at the end.