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Deep Paint 3D
  Version History

Previous Versions

This information includes the new features, fixed issues, and known issues for previous Deep Paint 3D releases.

New Features
Fixed
Known Issues
Latest Release Notes

New Features

Release 2.2.0

  • Maya 6.0, 3ds Max 6.0, and XSI 4.0 plugins are supported.
  • Updates are performed by downloading and running updates from the Right Hemisphere Web site.
  • LightWave 8.0 file format is supported.
  • RH files and protected RH files are partially supported.
  • Support for Photoshop CS.
  • The 3DS, LWO, OBJ, RH, and XSI plugins have been updated for opening and saving files. This coincides with the release of Deep Exploration 3.5.
  • Updated Help reference with a new structure and formatting.

Release 2.1.1

  • XSI loader and saver has been added.
  • New file types:
    • dp3mset - includes information about material groups.
    • dp3paths - text file with location of maps.
    • dp3v2 - spline information.
  • New plugins: Max 6.0, Maya 5.0, XSI 3.0 and 3.5.

Fixed

Release 2.2.0

  • Materials that are saved with the 'Save Material' option after merging, are now correctly attached to the model.
  • Images no longer come through on all materials for the XSI plugin.

Release 2.1.1

Deep Paint 3D 2.1.1 is a patch release for new plugins only.

Release 2.1.0

Deep UV Plugin

  • The connection between Max, Maya, XSI and Deep Paint 3D is now stable.
  • The Load dialog box now contains additional features for selecting the objects you wish to import. You can also remove all materials and create new ones based on the objects name.

Export to 3D Application

You can now re-establish a connection between Deep Paint 3D, Deep UV and your 3D application. This allows you to export a scene from your 3D application to Deep Paint 3D or Deep UV then close the 3D application, only working in Deep Paint 3D and Deep UV and therefore freeing up memory. When you are ready to send the scene back to your 3D application, you simply restart the application and re-select the scene.

Note: If you are using Maya, you must first select Establish Connection from the Right Hemisphere menu before sending the scene back to your 3D application.

Maya Plugin

  • Material Splitter Mel script errors.
  • The Command Port is now working for Maya 3.0.
  • Correct file paths, both absolute and relative, are now exported.
  • The connection between Deep Paint 3D and Deep UV is now stable.
  • Export All Commands now retains selection.
  • The Save all Maps dialog box target directory is set to the directory to which the current Maya project is set, that is, the sourceImages directory.
  • Material re-assignment is now working correctly for multiple objects.
  • You no longer need to delete your construction history as the plugin now checks to see if anything is attached to the "inMesh" input node of the model as seen in the HyperGraph.

Known Issues

Release 2.2.0

  • Embedded images are not supported in RH files. Deep Paint 3D advises you if you have embedded images in a file.
  • Protected RH files cannot be exported to Deep UV.
  • Deep Paint 3D advises you when you open a protected file. You are only able to save it again into the RH file format.
  • If you load a model into Deep Paint 3D that contains transformed objects, and then save the file, the objects are changed into world coordinates and the transforms are set to the identity matrix. That is, all object transformations are lost.
  • Animation and normals are not preserved when saving to any file format, and they are not saved when saving over original RH files.
  • For users of the Material Splitter and Shading Switch, Maya has an issue on Windows 2000 and NT platforms relating to shader assignment information if shading switches are in use. If you are using shading switches, you must not delete your construction history after you have added the shading switches.
  • If you are working between Deep UV, Deep Paint 3D, Deep Exploration, and Deep Creator, we advise the following:
    • Work with files that do not contain any animation. Apply the animation after mapping and painting.
    • Use RH files through the entire workflow.
    • Use linked textures that are not embedded, if working with Deep Paint 3D.

Release 2.1.1

XSI Plugin

  • When exporting an image assigned to a diffuse channel, all channels are exported to Deep Paint 3D. When they are exported back, subsequent maps overlay the diffuse channel because the color channel is 'written' first. The result is a grey-scale image in place of a color image. To resolve this, ensure you only export the color channel.

To ensure Deep Paint 3D continues to function correctly when exporting to Deep Paint 3D from XSI:

1. Assign a material to the object.
2. Assign an image to the channel that you wish to paint. For example, the diffuse channel.
3. Create a new texture projection to give the model a UV map.
4. Press the PAGE UP key to go back up a level.
Important: You must perform step 4 to prevent XSI from failing.
5. Click File > Export > Deep Paint 3D. The model should be exported with a bitmap and a UV map.

Note: After painting the model, you can export the updates back to XSI using File > Export > 3D Application.

PIC Files

PIC files are not supported in Deep Paint 3D. When exporting a file that has noIcon.pic applied as a texture to Deep Paint 3D, ensure you use texture files in formats supported by Deep Paint 3D to prevent XSI from failing. For example, TGA, BMP, JPG.

A complete list of supported formats is available here.

Polygon Mesh Objects

With polygon mesh objects, an image assigned to the diffuse channel in XSI is imported to all 5 channels in Deep Paint 3D.

To prevent the importation of an image assigned to the diffuse channel:

1. Open the Material Import dialog box in Deep Paint 3D.
2. Select the material name.
3. Click the Channels button.
4. Click the letters for the channels that you do not want to import.
5. Click OK to close the Channels dialog box.
6. Click OK to close the Material Import dialog box.

Release 2.1.0

Deep Paint 3D

You can export smoothed models through to Deep Paint 3D. Note that if you send a smoothed model from Deep Paint 3D through to Deep UV then you can not send the UV's back to XSI.

Deep UV

Deep Paint 3D does not send UV updates to 3D applications. Therefore, your 3D application and Deep Paint 3D must both be open when you click Export the UVs in Deep UV when exporting from a 3D application to Deep Paint 3D and then to Deep UV.

Maya Plugin

Currently NURBS surfaces are tessellated based on the NurbsToPolygon settings. For best results, select some NURBS surfaces and tessellate them using various Modify>Convert>NURBSToPolygons settings. Identify the best settings, leave them in the dialog box and close and re-open the dialog box to ensure the new settings have been saved, then click RightHemisphere>Paint in Maya.

3ds Max Plugin

3ds Max may close if you have a UVW Unwrap on the modifier stack.

XSI Plugin

To correct the incompatibility issue of the XSI version 3.0 plugin with Deep Paint 3D version 2.1.0, an add-on installation program in Softimage is used to install the plugin in the appropriate program folder.

The default location for installation of the plugin is within the Plugin folder located in either the Deep Paint 3D or Deep UV program folders. For those users with both Deep Paint 3D and Deep UV, this installation is performed once only.

To install the XSI plugin:

1. Run XSI3.0.
2. Click Choose File > AddOn > Install.
3. Browse to the location of the file.
4. Select the RightHemisphere.addon and click Install.

 
   
   
 

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