Open Brush, Open Blocks, Icosa Gallery

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Open Brush, Open Blocks, Icosa Gallery

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Quest stand alone not launching on Quest Pro.

Trying to launch the latest Version on Quest Pro Stand alone version. I get three dots and never launches.

GLB export inconsistent importing into unity

Still experiencing issues exporting GLBs. Sometimes they generate a valid file other times they don’t work in unity but the pngs and model is there. 2) GLBs brought into unity sometimes have missing brush strokes. This is random and happens with different brushes. 3) the original TBT worked fine with bubbles as well as other brushes in the particles category. 4) in the newest TBT bubbles no longer works at all and the png for each of the particle brush types the PNG in TBT is wrong. It’s...

Is copypaste disabled in the experimental multi-mirrors build?

Hey is there no copy paste function in openbrush? I selected a bunch of brushes and can’t move it, make it bigger or copy and paste it. Please help this can’t be true

Controllers not loading?

Used to have this issue before and it was resolved by changing steam vr to the beta version, or by making sure the controllers were on first before loading the app, but now none of these seem to work for me 😦

audioreactivity in blender

Hi i tried to follow this tutorial https://www.youtube.com/watch?v=0yA49cwE_V4- its just a simple tutorial about making an audioreactive orb, but instead i tried to make a bird audioreactive- its feathers were made of petal brush. However, when i subdivided petal brush, there were too many faces, and the fps is too slow. I was wondering if it would be more advisable to try making a different brush audioreactive? such as one of the hull brushes? thank you!

How to run Open Brush properly on Vive Focus 3?

Hello šŸ™‚ I work for a small theater where we would like to give VR painting workshops on our in-house VR headsets, which are all Vive Focus 3. I tried downloading the Open Brush OpenXR Quest file from itch.io and installing it on the headset via USB. When I search for the Open Brush app in the VR library, it comes up as a 2D app and doesnt run properly (a 2D screen pops up, then it immediately crashes). How do I install Open Brush so that it works? Or is it not compatible with Vive Focus 3? Thanks for your help!...

Changing snapshot resolution on Quest

@andyleo just moving to the forums! I will be working from this page of our docs: https://docs.openbrush.app/user-guide/the-open-brush-config-file...

Can not select items when copied and rebrushed

Beta prerelease/Steam. When you copy and paste part of your piece and rebrush, you can not always grab the rebrushed part after to move it. It's stuck in the original position. Happened with both original and experimental brushes.

GLTF Sync Export Materials (Toolkit)

* Was initially trying to get custom brushes into the gltf manifest, and then simply removed the custom brushes entirely and problem still replicates Replicate Setup: 1. install game through unity (using the oculus code version) (non-experimental) 2. Install tilt brush toolkit...

how to export animation glb file?

Good day~ we want make a VR gallery app on headset, which can show 2D painting and 3D Vr painting. It is a platform for free. We want make the painting share more easy in such way. But when we try to make a damo, we find the glb file export from mulitbrush or openbrush is not animation. The painting is static. Anyone can help me?...

Model Export Test Results

(Unity version of 1.0 with custom brushes) I was unable to get glb export working on added brushes, so was forced to use fbx export for models A single brush stroke was created using a custom tube brush (created inside unity) The model was exported as fbx and transferred to the media library ...

Mylar Brush Export Issues

Imported an FBX of my model in Unity direct and the mylar brush does not keep the same shape as it does in Open Brush (loses the taper of the brush stroke). That should say Unity up top. Can't edit the title.

Tilt Brush Toolkit File Content Summary

Looking at this, mostly in the context of gltf handling.
Currently, there's no real good place to keep these kinds of things without them getting scattered Likely will have a number of follow up questions, observations or other notes, so this seems like as good a place as any to put this for now. Document has an overview of what's in each file in this part of the program...

Open brush on pico 4

Hi, I just discovered the VR World and ordered a Pico 4 for just one purpose- to paint. But now I tried to install Open brush and failed. Is open brush running on the pico? Thanks for advice, Mike

glTF import (to Blender) issue 1

@andybak You were asking if that was normals issue when importing OB-exported glb. Well, looks there's bump map missing. I suppose it is Roughness channel that is missing in this glb. It seems that such map should work through normal map node, but it doesn't do that as expected i guess. Here i'm sharing recent video of OB-Blender work-flow with glb file. Here by the end i even achieved quite nice result by switching to Harsh Blend in Material Properties Settings. Oh, and i finally made this normal map of Icing brush working - not exactly it should, but i like the direction.., it was always missing or just didn't affect anything. What you see here are official TB brushes. I'm also sharing in this folder images of how glb stroke looks in blender when just imported and the screenshot of shader nodes, that Blender builds. https://drive.google.com/file/d/1zvOd8E9dnkIeuQAWuD5oAHqE6k4tzX4x/view?usp=sharing...

Paint strokes shifting on guides

There has been an issue with the brush strokes moving away from the guides on each brush stroke, it eventually is off the guide itself the more brush strokes you do. It’s almost as if each paint stroke on the guide becomes like a new ā€œguideā€ increasing the distance of the stroke from the original one. Any way that can be tweaked a bit? It’s a noticeable bug since TB.

use 3d reference model as exactly-positioned reference scene

Is there a way to import a reference model not as a moveable/scalable reference but as a fixed "scene" to sketch over? Alternatively, when adding a reference 3d model to a sketch, have its position and scale set from the original model's origin/scale? My current workflow is using unity realtimeCSG to rough out a scene/collision mesh, export the model as FBX, import into OpenBrush, and then try to roughly match the scale. Then I add brush embellishment, export the sketch from OpenBrush back into unity, and manually re-align the brush strokes to my original CSG mesh. I figure I can probably edit the sketch file with the reference mesh in it to exactly position/scale it, but wondering if there's an easier way....

Displaying in screen view, but not headset?

1.0.173 Displaying in screen view but not displaying in rift headset? Initially tried to do this from the gitcode, and same problem, thought it might have been a mistake in the unity setup. Maybe a setting?
Then I tried to download the main github code version same result. Attempted to download the rift_experimental version (1,0.173 again, and did the same thing on the desktop. Oculus simply shows oculus home in all instances...

Geometry Mask for scrollable Animation timeline

Is it possible to create a mask for geometry? I have a slider that represents an animation timeline and I want only part of the slider to be visible at once, the part in a container. (Similar to html's overflow hidden). I'm new to Unity so any help would be awesome :)...

Editable Models

Was this polyhydra or an attempt at control point manipulation or something else? Does it actually modify models, or did I just misname it? If it does, how does that work?