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MoI discussion forum

Full Version: V4 beta Aug-28-2018 available now

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From: Michael Gibson
29 Aug 2018   [#16]
Thanks everyone for testing it - I'm glad the performance updates are working well!

I have also updated the first message with the list of bug fixes and change for this release.

- Michael
From: Finema
30 Aug 2018   [#17] In reply to [#16]
Thanks Michael !
From: Frenchy Pilou (PILOU)
30 Aug 2018   [#18] In reply to [#16]
French Updated :)
http://moiscript.weebly.com/v4-quoi-de-neuf.html
From: Metin Seven (METINSEVEN)
30 Aug 2018   [#19]
Hi Michael,

Just about everything seems to work fine so far in the new beta.


"Mac version multiple windows - Add "Window" menu to Mac version top menu. Shows all open files and allows switching between them easier. Also support Cmd+Tilde (Cmd+~) and Cmd+Shift+Tilde for switching to next/prev window."

Very convenient, thanks. That was one of the few advantages of the previous Wine-based Mac version of MoI.


"Mac AMD performance - fix problem with default buffer location with OpenGL on some AMD cards that was causing slow redraws on some machines like iMac pro."

The latest MoI V4 beta runs smoothly on my Mac. There's only one minor behaviour that occurs when panning in the viewports: as soon as the pointer nears the border of a viewport, the panning accelerates, causing the scene to quickly disappear out of view. If this doesn't occur using a mouse, then it might be related to the Wacom Intuos (Pro Medium) I'm using (latest drivers installed).

Also, I assume you've heard that Apple is ceasing OpenGL support in an attempt to motivate macOS coders to adopt their Metal library. I've heard that Metal is quite competent, but I fully understand that it's a nuisance for coders to be forced by Apple to add support for it.

What are your thoughts about Metal support? The Blender developers are planning to move to Vulkan and add a Metal wrapper for macOS, while AMD has jumped in and already added full Metal support in their free Radeon ProRender renderer.

Regards,

Metin

———————

visualization • pixel art • illustration • animation • 3D design — https://metinseven.nl
From: coi (MARCO)
30 Aug 2018   [#20]
there was a discussion about that some time ago

http://moi3d.com/forum/messages.php?webtag=MOI&msg=8964.1

quote:
But there are a couple of reasons why this is probably not a big problem for MoI.

One is that MoI does not require advanced OpenGL functions, it's not like I've been blocked by anything while waiting for them to update to a new OpenGL release level. It seems likely that they will freeze it at the current level and not just outright remove it, we'll see.

The other is that MoI v4 is well positioned to switch to Metal if necessary because part of the MoI v4 rewrite was to use a graphics library called BGFX which supports multiple rendering back ends. So MoI v4 does not make OpenGL calls itself directly, it makes calls into BGFX and then BGFX handles the OpenGL stuff. On Windows MoI calls into BGFX and BGFX uses Direct3D11 functions. So MoI's own viewport drawing code is well separated now from any specific graphics API.

BGFX also has a Metal rendering back end as well. I haven't tried using it yet because it was officially at WIP level when I started using BGFX and also Metal is only available starting on macOS 10.11 while I wanted to support older OS versions than that for v4. I might wait to try it until I'm comfortable requiring 10.11 as the minimum supported platform which is simplest but there is some possibility I could figure out supporting Metal only on 10.11+ while still supporting OpenGL on older platforms. I haven't dug into that yet. But anyway there is a pretty straightforward path to getting MoI to use Metal.


..upps, just saw, that your posted in that thread as well, but on a different matter...then just as a reminder ;D
From: Michael Gibson
30 Aug 2018   [#21] In reply to [#19]
Hi Metin, thanks for testing it!

re:
> There's only one minor behaviour that occurs when panning in the viewports: as soon
> as the pointer nears the border of a viewport, the panning accelerates, causing the
> scene to quickly disappear out of view.

That sounds like the autopan function, it's so you can continue to pan in one direction without having to start a new motion.

It starts when you're a little ways out from the border and when it has started you can leave the cursor right in that spot and it will continue panning without any motion required but if you continue to move it closer to the edge it will speed up.

If it is bothering you it is possible to disable it in moi.ini under:
[View]
<...>
DisableAutoPan=y


re: Metal, there is some previous discussion on that here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=8964.3

The main thing that is bothersome about it to me is it isn't supported on older OS versions. Metal only works on 10.11 or higher, and currently MoI supports 10.8 and up. I'll probably look into it some more when I'm ready to bump up the minimum OS version that MoI supports running on. I don't really expect to gain much with a switch over though, MoI already does a good job of batching things up so things like lower driver overhead is not likely to make any difference for my particular case.

So it is annoying in the sense that it will involve doing some work for no particular benefit.

If it helps Apple make higher quality drivers then that could be a benefit though. That's why MoI doesn't use OpenGL on Windows. On Windows MoI uses Direct3D11 primarily because the drivers for it tend to be better tested and overall high quality.

Thanks, - Michael
From: Metin Seven (METINSEVEN)
30 Aug 2018   [#22] In reply to [#21]
DisableAutoPan has solved the panning behaviour, many thanks Michael. If you'd get a penny for everything you've solved here, you'd be a millionaire. :)

And I suspected I had already discussed the Metal issue here, but as I also did at the Blender forum and ZBrush forum, my memory failed me. :)

I fully understand your arguments regarding Metal, and like you mentioned MoI already runs smoothly in its current incarnation. Apple will undoubtedly include OpenGL for quite some time to come, just will not support it anymore. So you will have plenty of time to make a transition when you're ready for it.

Regards,

Metin

———————

visualization • pixel art • illustration • animation • 3D design — https://metinseven.nl
From: AlexPolo
31 Aug 2018   [#23]
Hi Michael,

Have tested in MoiV4 June and same problem with STEP export part names are lost when imported into SW.


Here are all the files.






Image Attachments:
moiv3.JPG  moiv4june.JPG 


From: Michael Gibson
31 Aug 2018   [#24] In reply to [#23]
Hi Alex, thanks for sending the files. I tested opening the V4 STEP file in Rhino, ViaCAD, Autodesk online viewer, and back into MoI and the names come through ok in all those cases.

I see in a discussion on the SolidWorks forum from last year where you were asking about a similar problem, another user mentioned to try unchecking the "enable 3D interconnect" option in SolidWorks, does that make any difference?

I have sent a message to the author of the STEP import/export library that MoI uses to ask what has changed in STEP export with the newer library that is used in v4 (the June v4 beta updated these libraries from v1.7.11 to v2.0.8) and if there is any way to configure the export to get SolidWorks to see the name.

Thanks, - Michael
From: AlexPolo
31 Aug 2018   [#25]
Hi Michael,

I have checked with SW Interconnect function and when I switch to this mode where it keeps the step file as a reference file which you can re edit whether it comes out of MoiV3 or MoiV4 the parts names are lost - will do some more research on this I use this heavily in my work flow - I use MOI as a concept tool and general shaping do final preparation in SW then save as STEP for sharing with other SW users.



From: Michael Gibson
31 Aug 2018   [#26] In reply to [#25]
Hi Alex, can you please contact me by e-mail at moi@moi3d.com and we can continue there?

The author of the STEP import/export library wants to send some test files over to you to see if this can be tuned up.

Thanks, - Michael

Message 9044.27 was deleted


From: pafurijaz
2 Sep 2018   [#28]
Hi, I just wanted to report that in version 4 is not remembered the last directory all the times that I have to open a file I have to redo the path through the various directories, only if a file is saved in .3dm Moi format v4 remembers the last route used, with Version 3 this does not happen. Of course I must also say that I use Moi3D with Wine.
From: Michael Gibson
2 Sep 2018   [#29] In reply to [#28]
Hi pafurijaz, thank you for reporting the file open directory problem.

It seems like that may be a bug in Wine since normally on Windows the file dialog system code does the job of remembering the last used directory. It should not be difficult to make MoI do that itself when running on Wine though, I will look into that.

- Michael
From: JaXXoN
4 Sep 2018   [#30] In reply to [#1]
Hi!

Just a quick update concerning MoIV4 on Linux/wine, the object selection issue (as discussed earlier at http://moi3d.com/forum/messages.php?webtag=MOI&msg=8839.1) still exists for nvidia cards. I tested on Fedora 28 with nvidia driver 396.45.

best regards

Bernhard
From: Metin Seven (METINSEVEN)
5 Sep 2018   [#31]
Hi Michael,

I just noticed something and don't know if this is related to the MoI V4 beta or not, but as I've only installed the latest beta I thought to post it in this thread.

When I use the copy PDF to clipboard function (Top view, Fit to page), then paste it into Affinity Designer, the orientation of the pasted layer is tilted. You can see it in this combined screenshot:

Image Attachments:
Copy PDF to clipboard.png 


From: Michael Gibson
5 Sep 2018   [#32] In reply to [#31]
Hi Metin, hmm that's interesting. I'm not aware of anything that MoI is setting in the PDF to make that happen, I'd think it's likely something that would need to be fixed in Affinity Designer.

I just tried it over here using MoI v4 and Affinity Designer v1.5.0.36 (on Windows) and I don't see that happening:



Do you have any other programs that can put a PDF on the clipboard to see what happens with them?

- Michael

Image Attachments:
AffinityDesignerPDF.jpg 


From: Metin Seven (METINSEVEN)
5 Sep 2018   [#33] In reply to [#32]
Hi Michael,

Indeed, when you copy a native MoI rectangle to the PDF clipboard, all is fine, but try the one in the attached MoI file.

A parent layer is automatically created in Affinity Designer, but you'll have to select the child layer (the actual shape).

The rectangle in the attached MoI file was created by:

1: Unwrapping Isocurves from a solid using UnwrapCurve.
2: Using Sweep to create a surface from the unwrapped U and V curves.
3: Selecting the edges of the surface and using Join to create a new closed rectangle.

Attachments:
Rectangle_PDF_clipboard.3dm


From: Michael Gibson
5 Sep 2018   [#34] In reply to [#33]
Hi Metin, thanks for posting the file. The difference with your rectangle there versus a newly drawn one is that 2 of the sides in that new one are cubic spline curves made up of 4 control points instead of just basic 2 point lines. Maybe that information will help the Affinity developers figure out what is causing that behavior in Affinity Designer.

Over here I still can't repeat that with your new file, I get this result - does this have the right thing selected in Affinity? Also do you get the same behavior if you save to a PDF file and use Place to insert it in Affinity instead of using the clipboard?



- Michael

Image Attachments:
AffinityDesignerPDF2.jpg 


From: Michael Gibson
5 Sep 2018   [#35] In reply to [#33]
Hi Metin, I updated Affinity Designer to version 1.6.5.123 and I can now reproduce the rotated frame behavior when pasting into Affinity. It didn't happen in Affinity Designer version 1.5.0.36, so it looks like a regression in Affinity. I'd recommend sending a bug report to them describing the problem.

It may actually be a new feature though, the start point of the rectangle in the file you attached is in the bottom right corner and I guess they are using a line between the object centroid and its starting point as the initial rotation.

As far as I can see there isn't anything I can do in MoI to control that initial edit frame rotation in Affinity.

- Michael

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