Andrew Shpagin

3D-Coat 3.7 updates thread

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Attempts to switch into proxy mode creating hangs.

Hello! Regarding hangs on switching to proxy mode. I can’t reproduce that. So please specify:

1. Does it hang on default voxel sphere (just run 3D-Coat, select default voxel sphere, click on “proxy mode” icon in Vox Tree)? Or does it hang only on specific model?

2. What operation do you perform before entering “proxy mode”? Maybe some import of texture (and in what format, like “jpg”)?

3. Do you see this problem in previous builds (like 04C)?

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Possibly AUTOPO parameters was incorrect. Set required polycount to 3000 and Intermediate res to 180.

Autopo should work regardless on painted or not object is.

I confirm this. On the mac build, trying to autopo for PPP crashes 3dcoat. (parameters at default -180, 3k, just a cube at 250k voxels).

Edit: Autoretopology is brocken. Any attempt crashes 3dcoat.

Please, Sergyi fix it. Completely useless MAC build.

I tried mantis but the current 3dcoat version isn't there, so

OSX 10.6.8

2xXeon 16 threads, nvidia GPU, 12GB ram, macpro.

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can anyone confirm whether texture baking to a low-poly object (another model note in the scene) is

working for diffuse? (3.7.05B CUDA 64-bit windows)

I ran an occlusion on a higher res model, then tried to bake to another different low-poly model (same

placement in 3D space, just different Sub-D and UVs) and ended up with just a flat grey diffuse...

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I confirm this. On the mac build, trying to autopo for PPP crashes 3dcoat. (parameters at default -180, 3k, just a cube at 250k voxels).

Edit: Autoretopology is brocken. Any attempt crashes 3dcoat.

Please, Sergyi fix it. Completely useless MAC build.

I tried mantis but the current 3dcoat version isn't there, so

OSX 10.6.8

2xXeon 16 threads, nvidia GPU, 12GB ram, macpro.

I also get a lockup on Linux...

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1. Does it hang on default voxel sphere (just run 3D-Coat, select default voxel sphere, click on “proxy mode” icon in Vox Tree)? Or does it hang only on specific model?

Hi Sergyi, placing any voxel primitive in the workspace or any sculpted voxel form and attempting to enter proxy mode freezes 3DCoat

2. What operation do you perform before entering “proxy mode”? Maybe some import of texture (and in what format, like “jpg”)?.

It appears that the evident operation to create the freeze is attempting to switch from any voxel form into proxy mode at any point of the work flow.

3. Do you see this problem in previous builds (like 04C)

No, 04C does not freeze when switching to Proxy Mode

Michalis :Edit: Autoretopology is brocken. Any attempt crashes 3dcoat.

I can confirm this also

Also, but maybe not a bug - it is no longer possible to change color of the default shader in voxel mode using the color picker.

Perhaps this is a deliberate change since vertex paint i.e nothing can be given a color in the shader settings until vertex paint is applied?

10.5.8

2GHz Intel Core Duo

4 GB 1067 MHz DDR3

NVIDIA GeForce 9400

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The Candy-floss Kid, cl-apps, michalis, Tser

Packages 3D-Coat-V3-7-05B for Mac OS X and Linux have been updated. Bugs with AUTOPO and Proxy Mode should be fixed.

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Thank you SERGYI, this was fast!

However:

Vertex painting turns to have a yellow-ochre tint. ??? (I can understand why but something has to be done)

Auto retopo / auto UVs / PPP (asked directly under vox layers panel has wrong UVs and this weird artifact. (where did it came from?)

Autopo, manual UVs works OK. (except the ochre tint)

See attached screen grabs. Default cube merged as vox ~1M

post-2454-0-66400700-1330285034_thumb.jp

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hi Sergy

i just upgrade one of my macs to lion and notice that 3dcoat cant import a model for PixelPainting!

thats with v 3.7

could you tell me if Lion is already supported?

thanks

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My mistake moska.

Yes, I can use PPP on OSX 10.6.8

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The Candy-floss Kid, cl-apps, michalis, Tser

Packages 3D-Coat-V3-7-05B for Mac OS X and Linux have been updated. Bugs with AUTOPO and Proxy Mode should be fixed.

Yes, many thanks Sergyi .

To confirm, issues reported , resolved.

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However:

Vertex painting turns to have a yellow-ochre tint. ??? (I can understand why but something has to be done)

Auto retopo / auto UVs / PPP (asked directly under vox layers panel has wrong UVs and this weird artifact. (where did it came from?)

Autopo, manual UVs works OK. (except the ochre tint)

Hi Michalis , I can't seem to repeat this i.e to see the yellow tint discuss. All whites are coming out white with me.

I can see some odditties in the baked occlusion map however. Does selecting"To Global Space" before you start vertex painting make any difference? Is it a constant or occasional outcome?

What is the process/ method to bake vertex paint to an imported mesh or to an autoretopo without first using the automatic transfer method via autop with mv paint or for per pixel?

I've had no luck other than running the autopo method to transfer vertex paint and assume I must be doing something wrong?

Later: Ah, I see that I can transfer the vertex paint to a low poly mesh export from the vertex painted voxel if I import it into the retopo room and merge with NM but not per pixel.

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@The Candy-floss Kid

Auto UVs is broken! Try a simple cube (voxels 1M) and see.

The yellow tint is a minor issue, I can imagine what's the reason.

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Updated to 3.7.06 (Win)

Changes:

- Clone tool got major update (mv, ppp, voxels) - see how it works now - http://www.3d-coat.com/files/cloneray.png

- Unclosed meshes with color may be opened in voxel room preserving color. Merge as skin + Merge without voxelizing - http://bit.ly/Aw2WYj

- There was not enough space for new functions in VoxTree->RMB, so I made several improvements:

1) combined some items to submenus, made access to all items in VoxTree->RMB via hotkeys

2) RMB menu in all lists will be generated dynamically, so speed of interface grown and memory consumption decreased. It leads to faster moving between rooms, less UI lags.

3)UI will not flicker when dock panels will be resized, all will be resized smoothly.

- Important change: now all numeric values in sliders (like brush radius), input fields will be in same units as imported model. It is super important for real production where you need to know and operate with exact sizes.

- VoxTree->RMB in surface mode got 3 new commands:

1) Create shell. Model will be transformed into thin shell for ease of futore voxelization and preserving color.

2) Close surface holes. Important for importing models directly from scanner when you can't ensure that model is waterproof. You will be able to specify max hole size to be able to close only small holes if need.

3) Bake color there from all volumes - allows to transfer color with layers from set of volumes to the current one.

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First impression: wow, it just feels fast without those UI lags. Startup, switching rooms. That's cool :)

And I like the organized RMB menu.

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crashed on me if i switch to voxel and click on a tool.

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Michalis:

@The Candy-floss Kid

Auto UVs is broken! Try a simple cube (voxels 1M) and see.

The yellow tint is a minor issue, I can imagine what's the reason.

Ah ok, yes I see what you mean Michalis the seam placement on the cubic form does not relate it seems to the automated uv unwrap itself - there are errors present. Doing a new unwrap , updating and applying the uv-set seems to sort it out but requires that vertex paint must be recaptured.

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Just using the updated Mac beta and really enjoying voxel painting and using Per Pixel AUTOPO mode to export the model for rendering, however, has anyone tried voxel painting then doing a PTEX AUTOPO and then exporting the model.

I've tried importing the exported model into modo and all I get is a scrunched up ball of polygons. Never had this issue before. Is there a setting I should be using or is there a little bug?

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Just using the updated Mac beta and really enjoying voxel painting and using Per Pixel AUTOPO mode to export the model for rendering, however, has anyone tried voxel painting then doing a PTEX AUTOPO and then exporting the model.

I've tried importing the exported model into modo and all I get is a scrunched up ball of polygons. Never had this issue before. Is there a setting I should be using or is there a little bug?

Figured this one out myself, I'd made Layer 0 invisible. Just turned it back on again, then exported and everything is well once again! Looking forward to those .06 features appearing in the mac build :)

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I seem to have lost my "models" tab where the brushes and masks tabs are located... Is there a simple way to find it and restore it??

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I seem to have lost my "models" tab where the brushes and masks tabs are located... Is there a simple way to find it and restore it??

It's the only tab that functions differently than the others. You need to activate the Merge tool in the voxel room to bring up the Models panel, if it was previously closed. That should get it back for you.

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Win builds updated to 3.7.06A to fix crash mentioned above.

I am seek yesterday and today, some sort of flu, can't work a lot...

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