Fixed brushes getting scaled by projector transparency slider.
Massive shoutout to PrinceZander for reporting the cause of brushes getting scaled. Turns out it was the projector transparency slider being always visible, used when the canvas is at a larger scale. This is fixed now. I've also made the projector icons a constant scale, while I was working on that bit anyway.
Small bug fixes.
Fixed issues that occurred when dropping the brush or cycling through variants. Let me know if you encounter brushes suddenly being the wrong size.
Fixed shadow on bottom canvas board jittering when resizing the canvas.
Fixed not being able to grab the tray brush.
Potentially fixed position/rotation/scale bug.
I got the report that a bug occurs that after some time there's some offset of the transform on the brushes or palette. This should hopefully address that.
Reduced the zoom on the browser again, as it made the text pixelated and hard to read at that size.
Thick paint on the palette is no longer affected by sun light coloration
Fixed regular hand stabilizer not activating properly.
Since the ruler update, I apparently broke that the regular hand stabilizer only activates correctly after you turned on the ruler before. My bad! Fixed now. I also amended the previous post with the other changes that are included in the update, such as being able to instantly toggle the projection by clicking the thumbstick, and the projector alpha always being visible. Check it out here:
I know a lot of you like the burn the midnight oil when painting, so here's an update to cater for that. Now there's a nighttime and a dawn/dusk variant of the two studio environments, making Vermillion a whole lot easier on the eyes (and the mind) when you're not painting in broad daylight. The update also comes with a visual upgrade, with a soft shadow cast by the canvas so the easel doesn't stick out when painting at night, and nicer reflections on the floor as well. Enjoy!
As always, if you haven't yet, it really helps out if you leave a review. Thanks!
Edit: There's actually a few extra features that I totally forgot to list!
The projector transparency slider is now always visible on the side of the painting.
You can instantly toggle the projection off and on by pressing down on the brush hand thumb stick / center of the Vive track pad.
The active layer is saved alongside the painting now, so you won't accidentally resume on the wrong layer.
Added a new paint along playlist by Brian Sloan.
Fixed the ambient occlusion of the backside of the canvas showing through on the studio photo export.
Layer thumbnails on the layer page are now no longer affected by lighting.
System default OpenXR launch option and more
When you're launching Vermillion now, you get the choice between a regular launch, and launching with the system default OpenXR. If you've been running Vermillion fine so far and you have no idea what an OpenXR is, then feel free to move on to the change list. If Vermillion has not launched in VR for you, for instance if you have the Varjo Aero, then read on after the list.
Fixed premade paintings not copying. If you recently got Vermillion, now you'll get the default paintings (toucan etc).
Browser resolution is slightly higher, so you have more space on the web pages.
Added "Show UI" option for the spectator camera.
Fixed error when launching with LIV.
Fixed projector alpha arrow being yellow.
So, OpenXR. OpenXR is the standard for VR and AR applications, defined by all the big players in the space. Every company creating VR hardware has created their own runtime, so that their hardware can run VR applications through OpenXR. Valve is the only one that supports all other headsets, with SteamVR OpenXR. Vermillion chooses this by default, because it's the one that's most likely to work, especially if you have headsets of different manufacturers. However, in some cases it doesn't, like I'm hearing now with the Varjo Aero. In this case, you need to use the OpenXR runtime of that specific VR vendor. In the application that comes with your VR headset (i.e. the Oculus desktop tool, the WMR portal, the Varjo tool, the Vive tool, or SteamVR), you can set the system default OpenXR runtime to that platform. Once you've done that, run Vermillion in System default OpenXR mode.
Squishy paint on the palette is back
I brought back paint being squished up when mixing on the palette or the tray. There are a few brushes for which this is not supported, though.
I also fixed the issue that undo broke after changing resolution in the performance settings.
Increased draw distance on spectator camera
Increased draw distance on spectator camera so Workshop studios with more scenery don't get cut off for spectators.
Steam Workshop support is here!
Steam Workshop support arrives for Vermillion! With this update, you'll be able to paint in any new environment the community creates. You'll find a new tool in your Steam library: the Vermillion Studio Workshop. It allows you to import 3D models, set textures on them, specify a skybox, choose custom ambience, and upload to the Vermillion Workshop. I absolutely cannot wait to see what the community will be adding in. To start things off, I've created a little scene showcasing what you can do with Nvidia Ansel in other games - take a look at the workshop, and start painting from Kaer Morhen. I'll be posting a guide soon on how to make the most of the tool.
Edit: It seems that Steam isn't showing the Vermillion Studio Workshop tool yet! I'm waiting on Valve support to get it sorted. Hang in there.
Fixed 3D model export, LIV recenter
Turns out the 3D model export had broken normal & smoothness maps - whoops! Fixed now, your 3D model exports will look like they do in-game: very nice!
I've also added controls for LIV, allowing content creators to properly recenter.