Arthis
Arthis
PDPolygonflow Dash
Created by Arthis on 11/19/2024 in #dash-feedback
In 1.8.5, the Fab browser asks me to sign in but it doesn't allow sign in
No description
6 replies
PDPolygonflow Dash
Created by Arthis on 5/12/2024 in #dash-feedback
Landscape mode extremely sluggish when scatters are active
I'm not sure whether this is a bug or a "feature", so I tagged this with both "bug" and "feature request". When there are active scatters in a native UE landscape, any action in Landscape mode is extremely slow. The whole UI becomes sluggish, even clicking in buttons that have nothing to do with the scatters themselves. For example, in one extreme case I measured, I had to wait 70 seconds just to be able to change from Landscape mode to Selection mode. If I freeze the scatters, this behavior disappears and everything becomes normal. One problem is that there's no way (as far as I could find) to freeze all scatters at once. If I have 10 scatters in a terrain, I have to select one by one and freeze/unfreeze one by one. This is extremely annoying. There should be a way to freeze/unfreeze all at once. Another problem is that there's no visual way to tell whether a given scatter is frozen or not, so I'm never really sure if I already froze/unfroze it. It would be nice if the currently selected option becomes visually obvious somehow. One good option would be a simple toggle button "Frozen", ticked or not, instead of the two options "Freeze/Unfreeze". Ideally, of course, there should be no sluggishness at all... But assuming this isn't possible, the next best would be to have a general setting in Preferences to automatically freeze/unfreeze when we switch to, or leave from, Landscape mode.
4 replies
PDPolygonflow Dash
Created by Arthis on 2/13/2024 in #dash-feedback
Texture dirt: create feature masking
It would be really useful to have feature masking in the dirt placement in a texture, like in the scatter. For example, based on height and/or angle. This way we could easily, for example, simulate a sandy area around a lake, or green patches in some areas.
2 replies
PDPolygonflow Dash
Created by Arthis on 2/13/2024 in #dash-feedback
Texture dirt hue: use a color picker instead of a number
Instead of using a number to make variations in the hue of dirt in a texture, why not use a color picker? It would be much faster and more precise.
2 replies
PDPolygonflow Dash
Created by Arthis on 2/12/2024 in #dash-feedback
Surface Scatter: when all objects are removed from the container the scatter remains
When all objects are removed from the container of a surface scatter, either by directly clicking on the "-" in a circle in the "Scatter" line, or by listing all objects and removing one by one, the scatter still remains on the surface. In the latter case, if the scatter has more than 1 object, the scatter is refreshed each time I remove one object, except in the last one, where it remains exactly as it was.
2 replies
PDPolygonflow Dash
Created by Arthis on 2/4/2024 in #dash-feedback
Terrain pivot suddenly resets
If I create a Dash terrain, move it from where it was created, do some kind of transformation (e.g. change scale) and move it again, the pivot is suddenly moved to the original place where the terrain was created. See video.
2 replies
PDPolygonflow Dash
Created by Arthis on 2/4/2024 in #dash-feedback
Why not posting all the little Discord tutorial videos as shorts in Polygonflow YT channel?
It's quite common to have great short tutorial videos as direct responses to comments or questions in the various channels of Discord. But due to being scattered all around, it's not easy to find them later. Why not systematically host them all in Polygonflow YT channel as shorts?
9 replies
PDPolygonflow Dash
Created by Arthis on 1/29/2024 in #dash-feedback
Why not specular in the material editor?
The material editor seems to have most of the basic settings, except specular. This is not ideal if, for example, we want a completely non specular material, like dry soil.
2 replies
PDPolygonflow Dash
Created by Arthis on 1/29/2024 in #dash-feedback
Procedural to static doesn't seem to be working in 1.5.1
I realize I can only enable displacement if nanite is enabled and I can only enable nanite in a Dash terrain if I convert it first to a static mesh (right?). But the latter step doesn't seem to be working. Nothing seems to change when I do it. It shows "calculating distance fields" for a brief moment and then the actor remains unchanged, with the normal Actor type and icon. And if I try to enable Nanite, it doesn't seem to do anything because displacement doesn't work. The same happens with a Dash primitive. However, with a standard primitive created from the Modeling section, displacement does work. Any hint? Thanks.
5 replies
PDPolygonflow Dash
Created by Arthis on 1/28/2024 in #dash-feedback
Constant crashes after latest Dash update (1.5.1)
No description
7 replies
PDPolygonflow Dash
Created by Arthis on 1/12/2024 in #dash-feedback
Sink in scatter should have a proportional mode
This is to account for objects with different sizes. Currently the sink seems to happen in absolute units, leading to smaller objects becoming invisible whereas bigger objects are just a bit sunk, thereby leading to seemingly unpopulated areas when in fact these are just areas with objects fully sunk. With proportional mode, objects would sink proportionally to their size. For example, if we sink by 10%, objects 1m tall would sink by 0.1m whereas objects 20cm tall would sink by 2cm. All scattered objects would still remain visible this way.
2 replies
PDPolygonflow Dash
Created by Arthis on 1/3/2024 in #dash-feedback
Add to camera controls a dropdown with common aspect ratios
This dropdown locks sensor width to height and vice-versa to keep that aspect ratio depending on what we input in one of them. For example, if I select 16:9 for aspect ratio and I define 40 for sensor width, Dash would establish sensor height as 22.5, hence ensuring a 16:9 aspect ratio.
2 replies
PDPolygonflow Dash
Created by Arthis on 12/16/2023 in #dash-feedback
Feature suggestion: "Brush here"
When we ctrl+drag an object from the content library, add a "brush here" function to the pop up menu. This will turn the cursor into a brush so that we can paint that object where we brush it. A floating help menu comes up with modifiers we can use to change the brush. For example, ctrl+drag up and ctrl+drag down increases or decreases brush size, alt+drag up and alt+drag down increases or decreases painting density, shift+paint deletes what we painted. By default, the brush will not paint over other scattered objects but another modifier changes that and allows painting on scattered objects (for example, ctrl+shift+paint). Another modifier will even allow to delete other scattered objects that were scattered by other means.
2 replies