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indigosm

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  1. hmm. when i click on those links, it sends me to a page that prints "I am in dl" and it doesn't download a file...? Bad links I assume? Btw, I'm really looking forward to test those changes. thanks so much.
  2. out of curiosity, does anyone know if these default hotkeys which get written to the XML upon closing of the app are stored in another file or they stored directly in the exe? I'd gladly nuke that other file if I could to get around this issue...
  3. I'm running 3dcoat 3.5.00A(CUDA)(DX64) and I'm seeing the same problem. It's impossible for me to unbind B and have it stay unbound when I close/reopen the app. For example, if I remove the B hotkey, it will be removed but when i close and reopen the app, it will add that hotkey right back again to the XML file. This will be appended to the end of the file upon loadup of 3dcoat. This definitely needs to be fixed. <OneHotKey> <ID>PICKER</ID> <Code>B</Code> <Ctrl>false</Ctrl> <Alt>false</Alt> <Shift>false</Shift> </OneHotKey>
  4. I just wanted to post info on four bugs that are either making some tools unusable because of a permanent hang or corrupting my mesh, which is even worse. MOV file illustrating the 4 bugs. bug 1 : if you move your mouse quickly across variant poly normals, the carve tool will leave very large strokes behind. bug 2 : if you move your mouse quickly across variant poly normals, the extrude tool will leave behind illegal holes. bug 3 : if you use the sharp brush and the carve tool and a bright mask, your brush strokes will leave illegal holes in the mesh. bug 4 : if you use a large brush, 3dcoat will come to a screeching halt on that brush stroke and in most cases, it can't come out of that hang until you let go of the mouse and then wait an extra 5-10 seconds or so. In some cases, the brush stroke hangs infinitely for real, and in other cases, the brush position is what's not being updated, but the brush is still active and not hanging. you can tell it's still active because it's still receiving wacom pen pressure signals. It's hard to find a way to reproduce the second type of this bug, but the first is very easy. I've also seen a number of other bugs involving brush strokes that don't go into the undo buffer, but i can't find a 100% repro case yet. Another would be that a brush stroke will corrupt half the mesh and that corruption will not go into the undo buffer and so the mesh is officially corrupted and can't be salvaged. I think the second bug has to do with when certain brush strokes pass through the "illegal holes" and thus created an infinitely large brush stroke that created a whole lot more "illegal holes" and corrupted the mesh and wasn't put into the undo buffer, but I'd have to verify that. Another bug is that sometimes a series of undos will be lost and it will jump right back to the geometry creation undo. All three of these bugs happen all the time, but I haven't found 100% reproducible cases for them so I'll keep working towards that. Anyways, i've been using 3dcoat for a year or so now and absolutely love it for a number of reasons, so thanks so much! -seneca my machine specs: 3dcoat 3.5 cuda 64 geforce GTX 285 258.96 cuda 3.1.1 driver dual 6core Xeon chip 24 GB ram windows 7 pro
  5. I apologize for asking this, but i've looked ALL over the forums and I've fiddle with the app for hours and hours and just can't get it to export a proper displacement map and so I'm just curious what I'm doing wrong.... Here's the case : -i've got a voxel model -i've got a low poly model created in another app. when I import the low poly model, it's lying exactly on top of the voxel model, so it's in the correct position and it's definitely bringing in the uvs with no problem, so those two important necessities are working fine... Here's the techniques i've tried and so far all have failed. 1 : -load voxel VB scene -go to retopo view -fire toolbar-->retopo-->import and choose my low poly model -fire toolbar-->retopo-->merge into scene per pixel -click on paint tab -fire toolbar-->texture baking tool and tell it to export a disp map. When I do this, the disp map does get exported, but it's mostly covered in a flat grey and it looks like it's tracing to both the low poly and high poly models and that's of course, something you don't want it to do... I want it to not trace and hit the low poly model, of course... Also, if I try to export out a normal map using this same texture baking menu, it'll be just as error prone as the displacement map, so obviously I'm doing something wrong. 2 : -load voxel VB scene -go to retopo view -fire toolbar-->retopo-->import and choose my low poly model -fire toolbar-->retopo-->bake texture and bake the disp When I click ok, nothing happens. (so apparently, the part of the application that's expecting a low poly model isn't actually seeing the retopo one..??) 3 : -load voxel VB scene -go to paint view -fire toolbar-->file-->import-->model for pixel painting I was thinking that importing the model through the retopo menu might be what was breaking the disp bake because it was thus accidentally storing the low poly model in the scene twice somehow, so I figured I'd try this instead, but this is obviously wrong because if I use that import feature, it deletes all the voxel data from the scene. One last note.. I have successfully generated a normal map before, but it's not from using the texture baking tool. The texture baking tool has two problems. A : it's tracing to both the LP and HP models and that's wrong. B : it's writing out a world space normal map, even though I'm explicitly telling it to write out a tangentspace normal map. So either I'm completely confused, or that texture baking tool seems very broken. What DOES work properly is if I press the toolbar-->retopo-->merge for pixelpainting with normal map button. that creates an error free tangentspace normal map... (but of course, it doesn't create any displacement maps) So what am I doing wrong? ...and thanks in advance.... ps.the official docs probably need to be updated because I couldn't find any useful information on this topic there or anywhere in any of the forums. pps. btw, this app's just beyond amazing... I've been in the computer art industry for almost 13 years now and getting to sculpt in voxels blows my mind..
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