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Displacement. But of course dispacement was transformed to normalmap on the fly.

So will the option to bake the displacement into the alpha channel of the normal map be present for the purpose of Parallax maps? :yahoo:

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Alpha68 DX and Gl

In VS

my strokes are dotted and lumpy

(the further the camera is the more dotted strokes becomes)

I tried 3 different tablet drivers with no success (intuos3).

I even tried installing xp.

I tried Alpha 67 and 57 and strokes are not dotted.

nv gtx280

vista premium x64

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Alpha68 DX and Gl

In VS

my strokes are dotted and lumpy

(the further the camera is the more dotted strokes becomes)

I tried 3 different tablet drivers with no success (intuos3).

I even tried installing xp.

I tried Alpha 67 and 57 and strokes are not dotted.

nv gtx280

vista premium x64

This has been mentioned before:

http://www.3d-coat.com/forum/index.php?s=&...ost&p=16645

And I think Andrew will find out what's going on.

http://www.3d-coat.com/forum/index.php?s=&...ost&p=16655

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Alpha68 DX and Gl

In VS

my strokes are dotted and lumpy

(the further the camera is the more dotted strokes becomes)

I tried 3 different tablet drivers with no success (intuos3).

I even tried installing xp.

I tried Alpha 67 and 57 and strokes are not dotted.

nv gtx280

vista premium x64

This is already fixed. Today I will make update.

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This is already fixed. Today I will make update.

Thanks Andrew! the VS -> DP Baking looks awesome.

When do you think we might see the first implementation of the new interface?

Hope you and your family have a great weekend! :)

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Updated to V69 (Win & OSX)

Changes:

1) VS->DP pipeline (not 100% done and tested but anyway) - it was most complex task

2) Many bugfixes in DP (but I still have something on plate in this area)

3) Restoring normal, non-dotted brushes in VS

4) Copy paste tool in DP

I just tested it, load displacement map still does not work(ie no displacement of the mesh)? :mellow: Can anyone else confirm this?

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Alpha69Dx64 cuda

first test on my side

voxel test model:

quadrangulated with default settings:

merge for per pixel painting result:

(automatic uv,no subd,no smooth,2048x2048)

I repeated the experience with decreased density vox sculpt

with same result.

nv 280gtx

vista premium 64

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I've got a strange crash in 69 with the "old" painting tools. I can do the exact same thing every time and it crashes at exactly the same point.

I have two objects intersecting. I paint some color near the intersection, then hide some polys to paint the inside area, at exactly the same spot every time it crashes. It was so reliable I made a video:

http://s151.photobucket.com/albums/s136/wi...nting_crash.flv

It asks me to save a new file, so I did, but the new file causes an "out of memory" error when loading and it's file size is smaller than the original.

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Andrew, im sure this is on your long to do list but view -> view unshaded model is still transparent here. cant use either 68 or 69.

However, thanks for the update!

when you activate "view unshaded model" turn "view lowpoly model" on . :)

(6 on keybrd)

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when you activate "view unshaded model" turn "view lowpoly model" on . :)

(6 on keybrd)

your saying it works for you then, 'view unshaded model' with 'view low-poly model' on?

that has not worked here since v67

unshaded.jpg

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Updated to V69 (Win & OSX)

Changes:

1) VS->DP pipeline (not 100% done and tested but anyway) - it was most complex task

2) Many bugfixes in DP (but I still have something on plate in this area)

3) Restoring normal, non-dotted brushes in VS

4) Copy paste tool in DP

Thank you Andrew for the quick fixing, but the dotted line issue is still there(especially when painting with higher speed), both DX/GL and CUDA/Simple Versions.

And I've tested it with Surface tools, some of the tools(draw with pen, clay, gum) caused dotted lines too.

Maybe you forgot to update some files? :)

Regards, akira.

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Thank you Andrew for the quick fixing, but the dotted line issue is still there(especially when painting with higher speed), both DX/GL and CUDA/Simple Versions.

And I've tested it with Surface tools, some of the tools(draw with pen, clay, gum) caused dotted lines too.

Maybe you forgot to update some files? :)

Regards, akira.

Yep,still there on my side too.

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So just to be clear, is DP intended to completely replace the old system? Is there any reason to use the old system now when DP is available?

Possibly AO for the heavily subdivided mesh. It's nice to do an ao pass then apply it to a low poly mesh and edit it. I'm not sure you would be able to do that with DP.

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More to add to the bug mentioned above. Now any time I paint anywhere near my character's eye socket 3DC crashes. There doesn't seem to be anything wrong with the UVs. I also can not paint in the Texture Editor at all. Here's a screenshot of the UVs, I had to tweak the color a little so you could see the yellow wires on white.

owl_wire.jpg

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More to add to the bug mentioned above. Now any time I paint anywhere near my character's eye socket 3DC crashes. There doesn't seem to be anything wrong with the UVs. I also can not paint in the Texture Editor at all. Here's a screenshot of the UVs, I had to tweak the color a little so you could see the yellow wires on white.

Please send me a model to test.

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Updated to V70 (Win & osx) only to fix dotted line in VS issue.

Today and tomorrow I will be mostly away...

I hope next week DP will be finally finished.

Andrew, I hope you enjoy your weekend. :)

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