Andrew Shpagin

3D-Coat 3.7 updates thread

1,787 posts in this topic

I would agree that shaders, and by extension the renderer, are the weakest parts of 3D Coat right now. ZBrush does do a much better job IMHO, but it's not perfect either. Lights can be a real pain for instance, one thing I feel is better in 3DC.

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Where's this Ghost mode? I just saw Don's video on it but I don't see it in mine. I have the latest version on the first page installed, 3.7.09 CUDA DX 64 However I see in the video it's 3.7.09B

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Phil think of it as a Glimpse of things to come and be patient.

You know occasionally when things are implemented on request Andrew works closely with those that requested and we don't see it included in open beta straight away.

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Leigh: Well since an official feature video was posted on it I assumed it was available. I know some features are tested behind the scenes before public beta release.

Thanks Carlosa.

This really feels just like using background layers in LightWave Modeler.

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I've been doing retopo work and discovered that creating new polygons via the strokes option completely ignores the "Virtual mirror mode" setting which I have turned on. Is this normal behavior? As it is now I have to exit symmetry mode, delete the extra polygons which are being made on the other side, then turn symmetry back on. This leads me to believe it might be a bug but I honestly don't know for sure.

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Hi !!

I've got question.

Is theren an option to bake displacement into UV from imported object? For example:

I'm importing object without voxelization, than sculpt something, and i want to bake displacement to UV existing in this object. Is it possible without doing retopology?

I know you can import this model again to retopo room, than snap it to our sculpted model and bake, but sometimes it is impossible to fit the model correctly.

Maybe some workflow tutorial ? :)

Thx in advice for help.

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Creator: If I understand you correctly you could just go into the Retopo room and load your object again from the Retopo menu. It should have the UVs intact I think. Then just pick "Merge to Scene (Microverts)" from that same menu. and it should send you to the Paint room with your displacement applied.

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@creator

I guess, it's a hi poly model, it's a subdivided low poly after retopo and UVs.

So, we have UVs, a cage, a hi res model. Right? Do as Phil says.

Wondering though. It smells zbrush, why don't you directly bake displacements there? ZB is very good on this.

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Having tested Mudbox 2013 I am still finding major problems with fine detail painting on many meshes. It's amazingly fast for big areas/hi-res/large brush painting though. So of course I have one working great in 3DC, and one in Mudbox, but neither does both at the moment....

My question for Andrew: I just wanted to verify that you had acknowledged and were working on the brush performance problems for painting? I seem to remember you posting that you were going to look into it, but so many of the brush problems/requests have to do with voxel stuff that I'm not really sure anymore. Can you confirm that this is something on the priority list for updating/upgrading?

I see it as the number one stumbling block to 3DCoat becoming a fully capable texturing tool at almost any production level, and just to re-iterate: texturing is 95% of my interest in 3DC (another 3% for UV work, and 2% for voxel type work). I understand priorities vary :)

Thanks /b

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Creator: If I understand you correctly you could just go into the Retopo room and load your object again from the Retopo menu. It should have the UVs intact I think. Then just pick "Merge to Scene (Microverts)" from that same menu. and it should send you to the Paint room with your displacement applied.

@creator

I guess, it's a hi poly model, it's a subdivided low poly after retopo and UVs.

So, we have UVs, a cage, a hi res model. Right? Do as Phil says.

Wondering though. It smells zbrush, why don't you directly bake displacements there? ZB is very good on this.

Sorry guys my English skills are poor so maybe i'll try from the beginning:

(I want to)

1) Import model with UV (surface mode).

2) Subdivide few times (with hope that my UV are preserved).

3) Sculpt something.

4) Then bake displacement map on my preserved UV, but without need of importing another mesh to retopo room.

So my question was if it is possible, to work only on my imported mesh/one mesh.

I'm familiar with Voxel workflow. I know I can import mesh => voxelize => sculpt => and then go to retopo room and import my mesh with UV and bake displacement to it. That's OK i'm working like that, but my friend asked me if it is possible to keep with one model during all process.

Maybe there is some way to put surface mesh from voxel room as retopo mesh? I'm curious :)

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I don't believe it's possible with just one model because UVs are not preserved when merging into the Voxel room. I don't see how it would make any difference though, the end result is the same. Even if the UVs were preserved there would be no way to decrease the resolution of your model since the voxel room only has increasing subdivision, not decreasing when you merge without voxilization..

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Hmmmm... I cant find livecaly or voxel painting... help! i even dont see "show voxels in paint room".... ???

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Hmmmm... I cant find livecaly or voxel painting... help! i even dont see "show voxels in paint room".... ???

Go to Edit > Preferences > Show Beta Tools > OK

Should do the trick :)

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Go to Edit > Preferences > Show Beta Tools > OK

Should do the trick :)

Thanks! :)

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Should boolean affect Ghost? Now Ghost assecpt action of all tools, it is just not pickable.

I need to understand how is better.

Regarding Ghost features. Could we have this in the paintroom for the objects not just the layers?

When importing multiple objects I sometimes hide some objects. Would be great to be able to change opacity per object then lock it.

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3.7.10 (Win)

- Per-face hide tool in voxel surface mode

- CutFace in PaintRoom will hide voxel pieces too. In so way freeze/hide tools in paint room act on voxels as well.

- Ghost mode introduced - http://www.3d-coat.com/files/ghost.png

- New blendmode - Highlight emissive. Read hint there.

- new item Texture->Import->Emissive intensity

- "To center mass" and "To bound centser" in Merge tool will move gizmo instead of object.

- Free-form pose deformation quality improved a lot. Matth of transforms rewritten.

- Fixed "more on bright" issue - http://3d-coat.com/mantis/view.php?id=491

- fixed "improper scale issue" - http://3d-coat.com/mantis/view.php?id=494

- fixed "Selecting Low-Poly View breaks shading views" - http://3d-coat.com/mantis/view.php?id=495

- mutiple uv-sets per object in FBX export/import supported.

- resolved scaling issue - http://3d-coat.com/mantis/view.php?id=502

- import tiles as UV sets implemented for MV painting too.

- I made better support of smoothing groups export via OBJ files. Now groups are marked explicitly http://3d-coat.com/mantis/view.php?id=493

- crash when saving subtree fixed - http://3d-coat.com/mantis/view.php?id=501

- small fixes: renaming models in "Models/Splines" tab fixed + dropped models from VoxTree -> Models getting more intuitive names.

- a lot of crashes fixed, so stability should be better.

Colored specular and emissive for voxels is supported only for Default shader. I want to ensure that shader works as you expect on this shader before I will do same for all shaders. So I need some feedback regarding how shader should work.

Thanks for testing and help in development!

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Smoothing groups in OBJ you star. Thank you I will test this asap.

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In the Retopo room I try to retopo inside the mouth.

So I hid some parts of the face using the new tool "SurfHide".

The problem is:

The create tools from retopo room, continue snap in the surface which I hid.

This making impossible to retopo inside the mouth.

Thanks for the great release!

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You are a truly awesome developer, Andrew. I'm looking forward to testing out those smoothing groups. You've earned a great BIG thank you! :)

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I really hate having to say this, but there is something wrong with the new smoothing group support. My current mesh has four smoothing groups assigned in 3ds Max. I imported this into 3d Coat (tried for PP and MV), then exported it without changing anything. When it's reimported into 3ds Max, it now says there are seven smoothing groups instead of four. Not only are there more than there should be, but some polygons have been combined so that they're in multiple groups. One neat thing I can do in Max is select polygons by smoothing group and when I choose SG #7 for example, the polygons that become selected show as also being in either 1, 2, 3, 4, and 5 (or some combination thereof). I've tried both ways of exporting this mesh from 3D Coat (File menu and Textures menu) and both end up with the same incorrect result. I don't have access to Modo anymore so I can't test this out further unfortunately. Hopefully another user will speak up with their own results.

Edit: Performance with 3.7.10 is worse than 3.7.09. I've been working on a retopo project for the past week and had very little trouble using a 2.2 million polygon model as my reference mesh. After updating, it now stutters very badly and I can't work with it at all. Tried the GL version, got the same result. Is anyone else finding this to be the case?

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Thanks Andrew!

The free-form pose is alot better but the pose tool seems to be broken with liveclay with different geometry densities.

The SurfHide is a really nice addition, but new polys pop out of hiding if liveclay is used with a higher res. It doesn't seem to break anything though.

Marking hard edges in the retopo room would be a very useful feature to go along with the additional support of smoothing group.

Adding a "use as gloss map" mode to the paint room (for voxel, ppp, mv, ptex) would really be useful also.

I was just needing a ghost mode, thanks!

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I really hate having to say this, but there is something wrong with the new smoothing group support. My current mesh has four smoothing groups assigned in 3ds Max. I imported this into 3d Coat (tried for PP and MV), then exported it without changing anything. When it's reimported into 3ds Max, it now says there are seven smoothing groups instead of four. Not only are there more than there should be, but some polygons have been combined so that they're in multiple groups. One neat thing I can do in Max is select polygons by smoothing group and when I choose SG #7 for example, the polygons that become selected show as also being in either 1, 2, 3, 4, and 5 (or some combination thereof). I've tried both ways of exporting this mesh from 3D Coat (File menu and Textures menu) and both end up with the same incorrect result. I don't have access to Modo anymore so I can't test this out further unfortunately. Hopefully another user will speak up with their own results.

Edit: Performance with 3.7.10 is worse than 3.7.09. I've been working on a retopo project for the past week and had very little trouble using a 2.2 million polygon model as my reference mesh. After updating, it now stutters very badly and I can't work with it at all. Tried the GL version, got the same result. Is anyone else finding this to be the case?

Do smoothing groups work correctly? 3DC will not preserve original indices of groups, it creates one grup per cluster of smoothed vertices. Maybe Max assigns same index fo 2 groups that don't have adjacent faces.

And it is strange regarding performance. Nothing in this area was changed. Do it works slower on the same scene?

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can someone verify if the Bake tool is working? (I'm on Vista 64-bit CUDA DX)

I've got 2 heads, exactly the same, but with different UVs on 1 that is textured...trying

to bake that texture onto the other head (as external object, and tried as a retopo for per-pixel but that

didn't work either) with proper UVs and get nothing but grey... :(

Here's a test object for anybody that can't be bothered to use their own. ;)

Have only tried (and failed) with per-pixel,,,,

bake-test_object.zip

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No not working with per pixel, not working for me in 09A either

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