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vil

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  1. I guess some kind of resolution definition would improve this algorithm even further - to be able to paint areas with more detail the workflow would be same as now, and there would be an additive step for painting detail areas - like face, fingers, ears, It could be a simple painttool with a gradient. Also, I don't know why now the quads are so regular, it seems that same area and squarishness for all quads is for the algorithm more important than aligning the features really well.
  2. after using the new merge tools for a day in producing something, I have to say again this is awesome huge improvement. The speedup on my 8 core workstation isn't 8x, but I estimate about 20x, although it's hard to guess, everything which could take half a minute or more now is instant. Thanks again!
  3. Andrew, the news are amazing. Multithreading and performance improvements in these core parts is exactly what I as a user want the development to be focused on, to make same stuff in shorter time :)thanks for that.
  4. well I had it today so many times... I stopped using color picking completely, since it crashed also without shortcut with the picker tool, in the moment of picking.
  5. Hm no replies I realized that when I switch off hyperthreading 3d coat can use more processor power, but still not getting even on 50 percent on my machine... (while I would like that for interactivity)
  6. To day I got a little bit crazy with 3d coat. It crased for me like 20 times and I lost hours of work, again and again. It always happened after pressing V to pick color from the model in microvertex painting mode. The file is quite big(1.2 gb) so I didn't upload it yet. Really really made me mad today. Is 3.2 considered to be more stable than the newer versions? I am using 3.2
  7. Hello, today I made some tests on my new machine(2x xeon) and realized that while windows build uses multithreading, linux build doesn't. I am curious if it is just the beta build? Is it possible to make linux build with multithreading on?
  8. Ok, I have some more info to it now: I tested on windows today and it definitely was multithreaded, although not using really all cores, it sometimes used up to 60 percent of processor power. This means probably multithreading is just not enabled for linux builds, will have to ask andrew if it is so.
  9. Hello, I just bought a new workstation with 8 cores, and was highly surprised 3d coat is not able to use the performance for sculpting with voxels nor for painting. The question is, are these multithreaded and don't work just in linux builds? I am using 3dcoat 3.2. I will test today on windows and see if there's something different. Further operation which obviously doesn't multithreading is merging of voxel objects into scene(I'd love this to be multithreaded, I am using 3d coat to merge objects for printing to make watertight meshes, and bigger resolutions can take quite a long time) I thought all of 3d coat is multithreaded,
  10. Hello, I want to ask if there is any plans for support of OpenCL in 3d coat. I am buying a new computer and it's important for me to know if the apps I use go fine with the hardware I buy. Current high-end ati cards are better than nvidias, have more processing power while consume less energy, that's why I am deciding between ati and nvidia.
  11. 3dioot, well you really should look in a mirror once and try to talk with yourself, I think you would realize that you cannot do it. Besides not seeing actually yourself, but just sky with your nose so high up, you would realize there's a horrible guy on the other side of the mirror who actually thinks that he is more clever than you and therefore actually doesn't listen to what you say......it's quite simple, many fairy tales are about that
  12. vil

    old elf

    didn't have much time for this recently, but I got a little update, texture & hair still not there.
  13. I have an idea how to improve largely the voxel workflow. It is still an issue, that sometimes small long tube artifacts appear. It is also easily possible to have some invisible inner space on the object. I'd love to have some comands(in comands section or voxel menu) enabling cleanup of these automatically, since now I have to smooth them all the time. It could be 'remove all separate' which would have these options - inner, outer(or both), and 'how many objects should stay' which would, if you have e.g. 2 'islands'in your sculpt which you want to keep(usually it's only 1 per voxel object), so that everything smaller than 1-2 biggest islands would get erased.
  14. I really disagree with 3dioot. Voxels are getting faster and faster, there is no doubt of this, the new toothpaste and muscle tools give very fast and predictable results. I guess object-based brushes like these could even improve and do also some of the requested tasks - e.g. flatten could be allready nicely performed with negative objects merging. And the fact, that 3dcoat has very often updates, just means you can expect a larger change if you come after half a year, not after your holiday.
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