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renderdemon

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Everything posted by renderdemon

  1. Tried the 4-0-12.C version and,with the move brush,the velocity isn't as good as previous builds(before the improvement). Other brushes seem working good for me.
  2. I confirm this,4.0.12A is more fluid with removestreching,Andrew posted 4.0.12B but I was referring to the previous version.
  3. Great work,the last builds are incredible ! Really great improvements,thanks a lot!
  4. Of course,it happens since 2011 in every 3dcoat build I tested(practically all published).
  5. Hi,really often I have these 2 bugs in surface mode which are really annoying. Often,when I use for some time the mov brush,it happens that 3dcoat freezes and I have to kill the application (with CTRL/ALT/CANC kill the process) to end 3dcoat,losing the work I have done. This happens since 2 years so more or less I learned to save before using the mov brush,but sometime I forget it and I lose the work. And,when I go from proxy mode to the high res surface mesh the mesh get holes,which later are impossible to fix automatically(I need to resculpt the region and the holes become a deep negative extrusion that I have to fix by hand,if there were only one or 2 problems I could do it without much problem bu hand,but oftern you have even 10/20 of this holes/negative extrusion on the mesh) Personally I think this is related to mov brush again as it seem the problem happens where I used the mov brush in proxy mode. This 2 problems happens randomly so I can't give a file to test. I tried all the function in voxel menu(clean up,close holes)but nothing help.
  6. I was going to ask this. Wonderfull work,thanks a lot(also great the new improvements to remove streching option)
  7. I agree with this,the default behaviour gives the general feeling we have with the application.
  8. Yes BeatKitano,I saw the video Farsthary made about removeclay,really good. He is doing a wonderful job.
  9. This is really interesting Artman,personally I found 3dcoat surface mode more similar to water based clay(at the start,not when at leather hardness),it has for me the same advantage and disadvantage.
  10. About removeclay BeatKitano maybe you are right,I really don't know,I tried to replace smooth with removeclay,not great results so far. From my point of view michalis I'm not much interested in hard surfacing,but it happens sometimes that you need a more precise behaviour.
  11. artman,I'm speaking about something more precise. I can achieve these results. It's really odd I'm the only one that find the smooth brush not good.
  12. Yes,but also a better smooth brush. WIth liveclay smooth is really a dangerous stuff,practically you can't do details by hand(I mean stuff that need more than a stroke and the need to average with smooth the strokes). For example,let's say someone wants to do a bas relief on a object with curvature(something like a cursive writing for example or a bas relief drawing,always on a mesh with high curvature),how can you do it keeping the relative high on the bassrelief section always the same? WIth Zbrush the smooth brush is good enough to allow free drawing/sculping on the mesh,and is relatively easy to keep the curvature and the relative depth the same across the object,with 3dcoat and liveclay is practically impossible averaging the strokes(smooth gives a tiny random displacement everytime). When 3dcoat will fix this problem for me the sculpting tools will be perfect,now liveclay is not feasible for hard surface work(or even decorative work,like for example armours in fantasy characters)
  13. Farsthary,you are doing a great work! From a topology(mathematical definition) point of view live clay is really powerful,thanks for this.
  14. I hope that the paint hole tool will work well,it's a really interesting feature. Later it could be great a merge tool that is able to merge topology,and also a split function(maybe the paint hole tool is also able to separate one piece in 2,I don't know). In my point of view,live clay,for the first thing,have to be able to free completely the sculpting from the topology constraint,so I hope you give a lot of love for topology like tool,so it can replace completely the voxel tool. Later,it can be refined and streamlined,but please,first,free the sculpting from the topology constraint.
  15. Tested a bit the linux version in these days,I like it a lot! Great work Andrew,the program is improving day by day.
  16. I can't help as I'm on ubuntu 11.04(I followed the instructions,downloading and installing cuda 3 if I remember well). I answer you mainly because,as I spent some time in installing the cuda version,it doesn't worth. I use it(as I installed the cuda library)but practically there isn't any difference between cuda and not cuda version(I have a 560 gtx ti),maybe with better/newer cards there are some advantages,but with such a card it's practically the same.
  17. Tested more seriously the new version and I found something not good about brushes(surface mode). The last version has the tendency to fail the correct sample position when you do a stroke in a complex shape(for example if I try to clean the edges of the eyelashes when you also sculpt the eye or the same happens if you do the lips and near them you try to do the teeth(concave and convex region to near seems an issue,3dcoat it's not able to place correctly the stroke you are doing) It's like you don't have enough resolution for voxel,but in surface mode you should be able to sculpt any detail(currently it's more precise voxel sculpting if you raise the resolution)
  18. Thanks Andrew,but in this way you lose crispness,in theory smoothing(or maybe it's better to refer to is as polishing)shouldn't degrade the resolution,anyway I understand that technically is not easy/feasible at all. Thanks for the answer.
  19. Artman,you completely misunderstood my post(probably it's my fault ). When I say that smooth is too dependent on point density I'm not asking stronger effect on high polycount,but mainly low effect on low polycount. Currently I have always to put in on low values(10,20 percent)and of course when you go upper in res you have to increase it because it's doesn't give much effect(anyway this work the same in every application,the difference here is that with adaptive polygons like in surface mode you work with less polygons more often,so the so stronger effect on low res it's a bit annoying for me) About smooth,I don't want an eraser,but a smooth not bumpy/noisy,like it happens with real clay(and zbrush),the smooth should help me to average the depth when I'm doing complex shapes,but currently it adds and removes some depth(I mean that at the end of the smooth strokes you haven't really a smooth region,but one with a slight bump,really hard to avoid) If I do a stroke on a sphere with live clay or another brush with the new improvements recently done I have a constant depth added(or removed) across the surface(a delta factor),but If I use in that region the smooth brush the depth locally it's not more constant,it's noisy(a side view or the region where the stroke is shows it) I have done the eraser example only to try to explaing my thought better,anyway thank you for trying to help about it . Bye
  20. First off,great work and improvements,brushes are really much better,only smooth brush in MHO needs more work. I lost the latest development,so I don't know if somewhere you have improved this(in this case,sorry for asking),but here is my thoughts about the smooth brush. Smooth shouldn't be so dependend on point density(few points,huge strength,a lot of points,really low strength) And depth should be averaged better,I don't know how to explain in a clear way but for example if you do some strokes that add or remove depth on a sphere and later you use the smooth brush for a long time what you want to do is erasing the added and removed depth,so you should have again a sphere,currently the region where you worked with the smooth is never as perfect as before(the curvature change locally). Also an option to smooth along the path of the stroke could be great.
  21. Using fast strokes it's really important,it makes the difference between a free way to work and a constrained one(of course if it's your natural style). To be honest for me 3dcoat is good mainly for concepts,you can start and define the shape at a level that after can be used in other software(let's say it's useful for a prototype),but if you need a final version the brushes(or the tecnology)don't allow to do it. A part from the issue pointed out above I would like to be able to smooth the difference between height you can have when you start to do a complex height shape following your path stroke,it could be really useful for some detailing work,practically it's like when you do fur combing in some software and you smooth only the length of the fur and not it's direction(with 3dcoat the results are always bumpy).
  22. It's partially true. I have a gtx 560 ti and yes,for some things my 9600 gt(old computer) is faster! But if you don't use double sided lighting the 500 series works good,cuda is blazing fast for example with blender cycles.
  23. Farsthary,look at this discussion I started http://3d-coat.com/f...?showtopic=9204 My english it's not good but I hope you can understand what I'm trying to explain about some of the problems I have with smoothing(my problems I think are really similar to what digman said) I hope it can be helpful.
  24. Hi, as working with surface mode(and liveclay) I found a really annoying problem,related to smoothing.how it works now for some kind of surfaces I think it could be improved. It can happen that you need to smooth only in one direction,the direction of the stroke you are doing,for example if you are doing a vertical stroke you want that smoothing works only vertically,becoming even the depth of the surface along the stroke you are doing. For example,you have a sphere,you do some liveclay complex strokes(for complex stroke I mean a series of brushes that at the end create a shape,something that can't be done with only one or few strokes,so you need at the end a way to become even the depth created with several strokes). WIth the smooth(and also with Tsmooth)it seems not possible doing this kind of things,because the smooths,used with low radius,create a random effect,and with a really big radius they destroy the details made from the outside of the stroke region. To make understand better,think about fur combing in some applications. Sometimes is needed to smooth only the length of the fur,and not the direction,here is the same,I'm trying to use the smoothing to level the depth created along the complex shape made with a lot of strokes,to make it appears less bumpy and more technical. Some of you may think that this work could be made with the flatten brush,but flatten levels off the surface on a plane(and also needs some dimension perpendicular to the stroke),smooth could do a more circular/curved even surface,increasing the depth where is lower and decreasing where is bigger,but there is the need to sample(and act) only to the direction of the stroke you are doing. Basically is like smoothing an edge loop in a modelling application,the problem is that here we don't have an edge loop,but a voronoi/delaunay like surface that makes really hard controlling the strokes you are doing have the same depth(voxel mode works better for this kind of things as it's more uniform)
  25. SERGYI, trying to execute the file you linked gives me a segmentation error(I have tried enabling execute on properties and also doing from the terminal "sudo chmod +x namefile",the file is in the 3d-Coat-V3-7 directory,where other executable files are)
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