577 issues found

0

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Released
Right now resulting DOF in a rendered image is affected by the size of the viewport in the workspace of the application...
Can we make it that the Depth of Field blur is applied to the actual resolution of the full rendered image, and not just carried over from the blurred areas of the Viewport...More
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Submitted by TonyDPrime

13

Votes
Active
It would be excellent if this productivity improvement could be made.
i.e. in simple terms:
1. select one or more props in a scene...More
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Submitted by trianimate

6

Votes
Active
Please give us the option to see the undo/redo history, similar to other programs. This way, we know exactly what function is being undone, and we don't have to guess what steps were affected.
Something like this in the screenshot:
Also, here is the forum post where I suggested it, and people...More
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Submitted by dante1st

1

Votes
Active
Enabling PN Triangle Tessellation in UE4 to smooth outputs almost always results in triangle shaped flipped faces, even with default characters. Contacted support (190728) but other than turning the feature off (resulting in characters looking like Kryten from Red Dwarf) they had no other suggestions...More
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Submitted by ossian.whiley

0

Votes
Active
Morph Creator/Animator is a great tool, which can be used not only to deform the mesh but simply move and/or rotate props.
With morphs you would have more control over props as oppose to baked perform actions or key-frame animation
simply because 3-rd party apps (where morph are created)...More
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Submitted by 4u2ges

0

Votes
Active
THE PURPOSE of this request is to make it easier to manage multi-frame (animation) Iray renders.
CURRENTLY the render "Options" which control things like Denoise and Maximum Samples (iterations) are written into each and every .mi file.
I SUGGEST the render Options should be written into...More
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Submitted by justaviking

4

Votes
Active
In timeline view when changing cameras, can we have a (big fat) solid rectangle that states "Camera1" or "Camera 2" etc (similar in size to the rectangle we see for animation)? So you can very easily see which camera is active in the timeline. Muvizu has a visual indicator like this and it...More
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Submitted by kungphu

6

Votes
Active
Water effects in iClone are extremely dated, please implement NVidia's Wave Works to give us a rich experience. This is becoming much more common in games....More
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Submitted by eternityblue

5

Votes
Active
Create a 'livelink' similar to Unreal Engine for Houdini:
https://www.sidefx.com/products/houdini-engine/
Houdini will enable iclone to have super realistic water, rock, sand, soft collision, particles and more. Currently, iclone's relationship with popcorn fx has yielded unrealistic/poor...More
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Submitted by tim.bradbury

2

Votes
Active
It seems strange that the user has to fool around with collision meshes. For fast rendering, iClone needs them at render time. But *between* renders there's a whole lot of processor power available that iClone could put to good use designing and keyframing the best layout of collision meshes...More
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Submitted by Inkubo
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