Member wensk Posted March 22, 2015 Member Report Share Posted March 22, 2015 also when import FBX file , the axis sometime is wrong. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 22, 2015 Reputable Contributor Report Share Posted March 22, 2015 (edited) Linux 4.5Beta14, 64 bit non-cuda. I am getting strange shadows on Baked models from the retopo room when rendering in the render room. Shown in picture. Render Room settings at default with Realtime Render selected and no extra lights. I do not have this shadow problem in the Windows DX version. Edited March 22, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Member SilverCity Posted March 24, 2015 Member Report Share Posted March 24, 2015 Thanks for the BETA14A, Mac! Quote Link to comment Share on other sites More sharing options...
Member Grayhem Posted March 24, 2015 Member Report Share Posted March 24, 2015 The environment rendering/lighting is great - however, the 14A BETA also cannot render out single images with the 'store alpha channel'. For me, this would be GREAT to get fixed It would be great to somehow get notified when this is fixed as well thanks Quote Link to comment Share on other sites More sharing options...
New Member mi6 Posted March 25, 2015 New Member Report Share Posted March 25, 2015 When release? Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 26, 2015 Author Report Share Posted March 26, 2015 4.5 BETA15 - Finished multi-uv seamless painting. Seams between uv sets are as good as seams between islands in the same uv-set. It was really complex task, but it is inavoidable to reach cinema quality. - Rendering with alpha channel in render room restored. - Objectify hidden works for surface mode as well. - Front/left/right... correspond to Rhino and other Z-up editors in Swap YZ mode. When release?Expected in couple of weeks, but date is still floating. 2 Quote Link to comment Share on other sites More sharing options...
Member GregP Posted March 26, 2015 Member Report Share Posted March 26, 2015 Hi All, Don't know if I'm barking mad or if I missed this but please could Metalness have it's own icon on the UI such as, mine seems to be in the gloss ball it'd be nice to be able to control them separately. Also would it be possible to allow the PBR material editor if it doesn't already to support colour id masks such as It's really powerful particularly if you could have masking options on layer folders (not the layer system) to separate all the different materials. Really loving the Beta so far Cheers Greg Quote Link to comment Share on other sites More sharing options...
Member Grayhem Posted March 26, 2015 Member Report Share Posted March 26, 2015 (edited) Thanks SO much for the fix in rendering alpha! The download link for the 4.5 BETA 15 - just to mention that it still says beta14 in the title. But I checked and realised that it does link to the 15 beta thanks G Edited March 26, 2015 by Grayhem Quote Link to comment Share on other sites More sharing options...
New Member Jazzmall Posted March 26, 2015 New Member Report Share Posted March 26, 2015 Thanks SO much for the fix in rendering alpha! Is there a download link for the 4.5 BETA 15 yet - I only see 14 in the thread top thanks G the 14 download link actually links to version 15, i guess it was just a slip up Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 26, 2015 Report Share Posted March 26, 2015 4.5 v15 - bug reappear 0001553: Hide visual guides ON/OFF - its not working Quote Link to comment Share on other sites More sharing options...
New Member Jazzmall Posted March 26, 2015 New Member Report Share Posted March 26, 2015 Thanks for fixing the Alpha Rendering, much appreciated However there seems to be a new problem with the FOV settings, at least on my end changing them (and resetting them with RMB) seems to do nothing. Tried it both with an old file and a new scene. Also i still cant get the Texture Offset Tool to work, but iam quite unsure wether its me doing something wrong or not. Would someone mind confirming this? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 26, 2015 Reputable Contributor Report Share Posted March 26, 2015 (edited) Thanks for fixing the Alpha Rendering, much appreciated However there seems to be a new problem with the FOV settings, at least on my end changing them (and resetting them with RMB) seems to do nothing. Tried it both with an old file and a new scene. Also i still cant get the Texture Offset Tool to work, but iam quite unsure wether its me doing something wrong or not. Would someone mind confirming this? EDIT: I deleted my posting. I will need to test more... Edited March 26, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Member ab3d Posted March 27, 2015 Member Report Share Posted March 27, 2015 4.5 BETA15 - Finished multi-uv seamless painting. Seams between uv sets are as good as seams between islands in the same uv-set. It was really complex task, but it is inavoidable to reach cinema quality. Do you mean to say that it is not possible? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 27, 2015 Reputable Contributor Report Share Posted March 27, 2015 Do you mean to say that it is not possible? Sounds like Andrew was saying that it was difficult to avoid having to put that much work into what might seem like a small feature. But guys who use 3D Coat in film or game cinematics, need to use multiple 4k maps, and there was a noticeable seam between maps. Not between islands on the same map. Just between separate UV maps. Quote Link to comment Share on other sites More sharing options...
Member tomtm Posted March 27, 2015 Member Report Share Posted March 27, 2015 Bug with lights: Lights won't show color in not real time preview. If there is environmental lightning active, additional lights haven't any effect. There is also no difference, if you unhook use panorama as environment, I can't see any difference. I think in the OpenGL Cuda Version it's working better than in the DX Version. Can someone check? Greets Tom Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 27, 2015 Report Share Posted March 27, 2015 confirmed ticket open 0001831: Lights won't show color in not real time preview Quote Link to comment Share on other sites More sharing options...
Member tomtm Posted March 27, 2015 Member Report Share Posted March 27, 2015 Hi, there is also weird import behavior by import mesh for voxelisation. Orientation and scaling is completely out of center and the voxel count is also very different i.e. from working import on V12A. Can someone confirm? Thanks Tom Quote Link to comment Share on other sites More sharing options...
Advanced Member Vipera Posted March 27, 2015 Advanced Member Report Share Posted March 27, 2015 (edited) If during render I change program window size I loose my model. And only way to get it back open this file again. Am I missing something or this is a bug? 3DC 4.5 beta15 (DX64) Edited March 28, 2015 by Vipera Quote Link to comment Share on other sites More sharing options...
Member phrase Posted March 28, 2015 Member Report Share Posted March 28, 2015 (edited) Why turing off tiling with stencil doesn't work? I click button "Tiling" in Nav bar but stencil stays tiled anyway. Edited March 28, 2015 by phrase Quote Link to comment Share on other sites More sharing options...
Member bocs Posted March 28, 2015 Member Report Share Posted March 28, 2015 Why turing off tiling with stencil doesn't work? I click button "Tiling" in Nav bar but stencil stays tiled anyway. also clicking "more" flashes the options then goes back to compact mode, then none of the stencil transforms work. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 28, 2015 Reputable Contributor Report Share Posted March 28, 2015 also clicking "more" flashes the options then goes back to compact mode, then none of the stencil transforms work. Why turing off tiling with stencil doesn't work? I click button "Tiling" in Nav bar but stencil stays tiled anyway. Stencils never had the ability to disable tiling. I've asked Andrew about that many times, and nothing has changed. There is also no "MORE" Options exposed, either. Been that way for a long, long time. I asked Andrew about that many times as well. Don't know why, but he ignored it each time I asked. Maybe a Mantis request is in order? I quit trying as practically nothing I've requested in the past 2yrs has been addressed. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 28, 2015 Reputable Contributor Report Share Posted March 28, 2015 ...a work-around that you might find acceptable in the interim, is to use Materials with your greyscale maps. It often works in much the same way. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 28, 2015 Report Share Posted March 28, 2015 right there is a ticket already open 0001729: Stencils -> Tiling on/off does not refresh Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 28, 2015 Reputable Contributor Report Share Posted March 28, 2015 right there is a ticket already open 0001729: Stencils -> Tiling on/off does not refresh It needs to allow the "MORE" (image adjustments) section of additional options to be exposed for stencils the way it is for Materials. Many times you really need to adjust the brightness and contrast of the stencils, but can't. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted March 30, 2015 Advanced Member Report Share Posted March 30, 2015 Rendering with Alpha channel works great in Beta15. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted March 30, 2015 Advanced Member Report Share Posted March 30, 2015 (edited) Still don't understand why we can't simply rotate the environment map both vertically and horizontally, instead of horizontally. Also, cannot rotate it at all in real-time. I realize the calculations would be high, but it's locked even when I turn off real-time lighting and rotate it and then go back...it simply stays lit how it was. Also, I noticed that I cannot rotate the model with the mouse in the render room, again. Somehow that bug got put back in. EDIT: I opened a newer file I created some time ago and I was able to rotate the model with the mouse in the render room. Seems to be that one file. Edited March 30, 2015 by alvordr Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted March 30, 2015 Advanced Member Report Share Posted March 30, 2015 (edited) I checked to see if the environment map was locked, but it wasn't. I toggled it to lock and then unlock again, but no change. So, I toggled it to lock and now I can rotate the environment map. That function is inverse of what it should be. Edited March 30, 2015 by alvordr Quote Link to comment Share on other sites More sharing options...
Advanced Member Boonta Posted March 30, 2015 Advanced Member Report Share Posted March 30, 2015 Fill by gradient feels very slow in its updating and display in the recent betas Quote Link to comment Share on other sites More sharing options...
Advanced Member ghib Posted March 31, 2015 Advanced Member Report Share Posted March 31, 2015 Baking Ambient Occlusion maps for PBR is extremely slow in 3DC. I'm wondering if it's something I'm doing wrong or is this just the way it is in 3DCoat? My UVs are fine, nothing overlapping or outside of 0,1 UV space. Baking in Substance Designer or Turtle etc is light years faster compared to 3DCoat; so I feel that baking is just slow. Any official word on this? thanks p.s. I also noticed that baking an object that has UVs outside of 0,1 textures space slows things up even more. I couldn't even import some objects into 3DCoat that had UVs like this. Again, it may be something I'm doing wrong but if it's not then I'd make some suggestion for changes. Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted March 31, 2015 Advanced Member Report Share Posted March 31, 2015 You are talking about baking local AO? It is (or can be) calculated during the baking process, you need a highres object (in addition to the lowres retopo object), and baking it is very fast in 3D Coat. If you mean the Textures -> Calculate Occlusion tool, it uses a lot of lights, does not need a highres object, is indeed slow, and I personally do not use this at all. Quote Link to comment Share on other sites More sharing options...
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