Hello guys,
Hey marcus, yes sadly i fight against this sentiment , but it probably the period and because it now a year after i started this long project.
I fully agree with both of you Marcus and Ignacìo, my project is different and more complete, it not really something that we can to compare,
I like to say that, I don’t feel like Joseph attempted to take anything from my idea, i just had listed two compoenent that i had no time at the moment to implement.
it cool to know this feature is possible ^^ ( iam trying to only retain the positive )
Well after you second reply Ignacio, i would have a lot to say to and lot of idea on what Pixologic should focus
one that illustrated your purpose to, is that plugin can’t to communicate together, so what i like pixo apply on next Zbrush build, is to port all their plugins (uvmaster, decimation, )into Api function that we can use with Zscripting.
Even better i like pixologic share an SDK for third party developers not that goz sdk that none of us has been capable to work with or just to read it.
What is wrong with Pixologic is the lack of communication, an annual update is not enough, look at how allegorithmic had taken his place and provides alot of update and new features for every builds.
And to illustrate how this situation is stupid:
At the moment I still develop the TEXTURER Modules and had letted the RENDERER on a side for a time,
First question i could ask, why i would use Zbrush normal map algorithm , as we know ( pro ) the normal map is not accurate at all.
Joseph don’t take it bad, but your tangentnormal map algorithm is terribly wrong and useless, none should use your algorithm .
It took me one month and an half, to polish my algorithm
Please have a reading of these articles posted on my blog
https://puppet-master.net/zgametools-normal-map-algorithm-test-and-comparison/
I should had compared with native (Zbrush) normal map algorithm, but i choose to compare my own algorithm to Allegorithmic normal mapping algorithm,
which is top level quality for realtime/game engine.
Here are some screen to compare the 3 algorithms in Unreal engine 4.14.1
Allegorithmic :

Zgametools :

ZB to PhotoShop cc :

You can read the complete tests with Unreal engine but there is more, ( marmot toolbag 3, unity, substance painter )
I update each articles from time to time, you have no idea how it was long odyssey to reach the perfection and setup all games engines and having a none conventional scene and lighting setup, it so easy to get off board without to notice that what you are doing is not realistic, and at what degrees you are shifted from what make sense to be the more realistic ( even if i need a quantum computer to think it myself, when i analyze all the renders i had output from all my testing sessions.
I just wanted to satisfy all the most capricious artists ( like me ^^ ).
And It resumes how is all the rest of the toolset and how it has been thinked by myself. ( Zbrush spirit )
What I 'd like it happens now like for the new year resolution for 2017, is that pixologic will attempt to establish the contact with me. give me contact i can reach and so i prepare a special Edition of my toolset for them to play and test it.
I could also restart the beta program eventually. ( send me a sign ^^)
djorzgul > I just can’t to make a wide public beta, because some would only get the resources and use them without any permission out of the plugin.
Which is nothing i want to happen at the moment , i mean till i hadn’t release anything.
And i might release my tangent normal map matcap separatly at same time i release the TEXTURER module.