Beats me... I downloaded a fresh copy and tried to install it all three ways and get the same results each time. Funny thing is there are a handful (3-5) of textures scattered throughout but most are missing.

I keep two external texture file folders. One is a standalone collection of downloaded, created, or modified texture files I keep outside my AC loaded library folders. The other is my 'Office Textures' folder which I connect and load as a library folder alongside my AC and 'Office Objects' loaded libraries.


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In this way, I can collect or edit textures files safely outside AC, then put a copy, when ready, into the Office Textures folder. When I want to choose a new texture for a surface or BMat, I choose it from the Office Textures folder so the file does not need to be 'imported' into the PLN's embedded library.

I have all of my textures saved in a local folder on my computer. I also created a material library out of the materials with textures created by me. How can I make it possible for a person I send the project / material library to to be able to use all the materials along with textures so that in Material Browser there is no error The texture cannot be found? Does Revit "remember" relative or absolute path to texture files?

You give that person your user library file and the folder you placed the textures in. The path should be saved in the library so if he dumps the textures somewhere else he will get the error you mentioned. Relative or not, I would assume Revit cannot identify a nonexistent folder/path. It needs a path it can find or which can be replicated by user so that Revit recognizes it. I place mine always under %AppData% in a folder named Textures...we never had issues passing mat lib and textures along with a detached model

But is there a way or a plugin to sort of pick the textures used in material library and archive / zip (like the way 3dsmax does?) so that the material library could be distributed with anyone - over whom we don't have control (where they would like to store or not store and add the texture url in revit? etc)

When creating patches, one thing I love to do is processing the samples with various plugins and gears in order to create new sounds far from what the original sampled instruments are producing.

In other word, what I love about sampling is being able to create new sounds and textures that can not exist outside of the virtual world.

As a sidetone, these three patches are very personal to me because they can be found in my library Hammer and Felt, my very first commercial release that has many more sounds created with the same philosophy, based around a beautiful Pleyel upright.

Another great library from Nami Audio. You get 3 beautiful ambient layers which can be blended to taste. All 3 of them sound great on their own but hearing all of them together is really magical. The mod wheel can be used to add a sub layer which provides more depth. These sounds are great for minimal and ambient music and I will probably use them with some piano playing on top. I highly recommend this!

These are some beautiful, other-worldly sounds that sound truly extraordinary. I really like the GUI and I love the sub knob, which allows you to add powerful sub-bass. You can hear that the sounds are mixed very well, they sound really professional. It's a really useful library to have, and also a very fun one!

Add a new image (must be added in the .bmp or .jpg file format) to your texture library by placing it into the appropriate texture folder. To do this, select SoftPlan 2018  tag_hash_108__  tag_hash_109________  tag_hash_110_______, and then the appropriate folder.

In Adobe Creative Cloud Desktop; I downloaded into my cc library, Photoshop brushes in the form of texture packs with 20 textures (or brushes). There's a bunch of these available for adding to the cc libraries using the desktop app.

How in the world can I get these 20 brushes from my CC library into my available brushes in Photoshop? There must be a way to do this or why would anyone embed 20 brushes into one item in the Adobe Assets to be available for download?

I am not clear on what you have and what you are trying to do... You downloaded brushes - what they look like makes no difference. Were they actual Photoshop brushes or textures? Where did you get them from? What are the original files called?

If you want to make a brush from a texture, simply double click on the texture your CC Library to open it or drag it onto a photoshop document and make a brush. Maybe some screenshots will help. Show me your CC library with the images you are talking about.

I tried a new test. I downloaded a new set of brushes from the marketplace and double-clicked the file and it worked correctly, loading all 20 brushes. After the update it may be possible that all the previous brush packs are no longer functioning in the CC library and I have to somehow update them with new ones. Unless there is a conversion tool to convert the old .abr files to work with the newer version of Photoshop and cc libraries.

Given that the new Enscape release will have a material library and the ability to export/import materials (great!!), the way it deals with texture paths is VERY important. The quote above sounds a little bit like every user will have a single option where to store the textures of imported materials (presumably coming from either the new material library or imported from a .matpkg file).

My concern: we have 50 users working on 20 projects concurrently. A user could be working on several different projects a day. We want to keep the texture folders for each project separate (so users don't accidentally edit/overwrite material of another project + to keep the cache size of the folders reasonable + to facilitate archiving + ...). I'm afraid users will forget to switch their folder, and thus start putting texture maps all over the place. And it's of course very important that these textures land in a place that is available for everyone on the team (so not on the desktop/temp/...).

Maybe, but I don't think that concern is justified. Generally the local networks are so fast you would barely notice the difference between having the textures locally or on the network drive. All the offices I ever worked for/with had their textures on network drives.

My current implementation handles copying textures from one context to another by copying the texture data to CPU memory and then copying the CPU memory back into the GPU for the master OpenGL context to render. Therefore, the more plugins I'm running, the slower my software runs since this all occurs on one thread.I've been able to make use of shared contexts in some rare scenarios where the plugin uses the same graphics API as the master OpenGL graphics context. Otherwise, I have been unable to use shared contexts as libraries such as GLFW don't expose the necessary API to achieve shared contexts with external libraries.

My current solution is to try and run each plugin on a separate thread where the internal context and rendering would occur followed by a synchronization point where all plugins have to copy their textures back to the master context on the main thread. Before I go down this road, I wanted to make sure there wasn't another possible solution I could make use of.

If absolutely necessary, I could see a scenario where my software would pass the master context around allowing plugins to utilize it to create shared contexts. In this scenario, I would not need to copy textures to CPU memory and would simply pass the texture's pointer around. This would be a last ditch effort type of solution for the problem I'm trying to solve.

There is no such thing as a free lunch. The price you pay for API-agnosticism is that you give up any efficiencies that knowledge of the API would allow for. OpenGL has mechanisms to allow one context to share objects with another. But if you have decided that you don't know/care if a plugin is using OpenGL, you have to code against the lowest-common-demonator. And for this case, that means copying the textures through the CPU.

When you modify a texture map, why not just re-save the map in your texture library? I.e if you have Concrete_Wall.jpg, when you modify it call it Concrete_Wall_02.jpg. That way you have a centralised system, and plus other members of your team can also see the file and re-use it easily, rather than looking though various project folders.

When you say you reference a model from the library, are you using xref objects (or similar)? My personal preference is to merge the models into the 3Ds Max scene from my library. Inside my library models the texture maps are all linked to the texture map drive, so not problems with file paths. If I improve the 3D model inside my scene, I'll then re-save it back to the library at the end of the project, so my model library is up to date.

Reorganizing our textures from the object library to the texture library is going to be a pain but it seems that its the only way to fix our problem and have a clear system for future projects, thanks for the suggestion!

Formed of solo violin, viola and cello, Soft String Textures leans heavily on the musicality of three sublime players - Ellie Consta, Georgie Davis and Meera Raja. Recorded in Studio B at Spitfire Audio HQ, this library is intimate and immediate. Captured at 96kHz by an 8-mic array, each player was recorded individually for fine control. Alongside 5 core articulations, Soft String Textures also features 10 warps to add a hybrid element to your scores.

The 3D library that comes with the playdate SDK is pretty neat, but it has some limitations. For example, it cannot clip meshes at the camera boundary -- this means that any face which has even a single vertex that ends up with a negative Z coordinate after perspective is applied (i.e. ending up behind the camera) is culled entirely.

Please feel free to contribute or use this in your game! PRs are very welcome. Also if you are interested in using this tech, please let me know, as that may inspire me to improve the library further. 0852c4b9a8

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