Advanced Member 3DArtist Posted June 9, 2010 Advanced Member Report Share Posted June 9, 2010 Can you post screenshots LJB? Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted June 9, 2010 Applink Developer Report Share Posted June 9, 2010 In my test, Multi-Core works inside of voxel surface mode. When you press proxy icon(take model away from proxy) in that mode all my 4 cores jumps to 100%. It's very fast. But when I'm going back from surface into voxel mode it mostly uses only one core. in the end of calc it uses all my 4 cores but it's only like 1% of the total calc time. But in the end. This is really big step into right direction. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted June 9, 2010 Reputable Contributor Report Share Posted June 9, 2010 From Andrew's twitter "Good news! It looks like experiments with voxel multiresolution are very successful at least on surface level." As haikalle stated multi-core in surface mode is fast.. We got to remember this is a "beta version" and a new feature like multi-resolution will have it's bumps in the road till Andrew can make the adjustments to iron them out. Thanks Andrew for bringing the first multi-resolution work to 3DCoat. Keep up the great work... Quote Link to comment Share on other sites More sharing options...
Advanced Member ifxs Posted June 9, 2010 Advanced Member Report Share Posted June 9, 2010 looking forward to testing the new multi-res on an OSX build Thank you Andrew! Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted June 9, 2010 Contributor Report Share Posted June 9, 2010 Sure I can I tested it on multiple Win7 and Vista in both cuda and non cuda 64bit varients. Usually if im working on a thin area easily but after applying a Proxy to the mesh it i go to try and work on area I get horrible artifacting, and Smoothing no longer melts away voxels as it did before, it just creates a bunch of artifacting and Plane like super thin unworkable geometry. So I wont be able to use it for hands Feet anything that requires working in fine detail. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 9, 2010 Report Share Posted June 9, 2010 Sure I can I tested it on multiple Win7 and Vista in both cuda and non cuda 64bit varients. Usually if im working on a thin area easily but after applying a Proxy to the mesh it i go to try and work on area I get horrible artifacting, and Smoothing no longer melts away voxels as it did before, it just creates a bunch of artifacting and Plane like super thin unworkable geometry. So I wont be able to use it for hands Feet anything that requires working in fine detail. If you gold W to see the wireframe can you see that it is indeed dense like before, or is it still low res? Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted June 9, 2010 Contributor Report Share Posted June 9, 2010 If you gold W to see the wireframe can you see that it is indeed dense like before, or is it still low res? Definitely Coming out of proxy Phil sorry. It's like verts are sticking in place even though its back as voxels. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted June 10, 2010 Author Report Share Posted June 10, 2010 With the multi-res sculpting, I notice banding when the volume is restored, is this going to get further attention to smooth it out? Exciting update Andrew! Please explain what do you mean? Please show several screenshots to reproduce the issue. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted June 10, 2010 Contributor Report Share Posted June 10, 2010 Please explain what do you mean? Please show several screenshots to reproduce the issue. ORIGINAL Volume (body 2mil) PROXY 4X ---move brush (just for fun) Restored Cache--Banding appear Hope that helps! For a first try its pretty cool already. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted June 10, 2010 Author Report Share Posted June 10, 2010 Thanks, now understood and reproduced. Working over it. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 10, 2010 Reputable Contributor Report Share Posted June 10, 2010 Well...the good news in all of this, is that Andrew is back focused on the task, unlike the time he was heavily vested in Ptex. I'm just happy to get the ability to cache layers I'm not using. It makes it much easier now to work with higher detail sculpts...even without Multi-Res ability. It'll likely take a few builds to iron all the wrinkles out in Multi-Res. In regards to Splodge's comments, I agree about the Surface mode workflow. I try to avoid Surface mode because of the horrid waiting game going back to voxels. It's more of a point-of-no-return, finishing mode, it seems. With merge waiting time being the single largest problem with 3DC, it really should be addressed in the manual and Video manual, to help new and learning users know how to work around it...instead of letting them run headlong into it and grow frustrated like some of us have been. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 10, 2010 Report Share Posted June 10, 2010 I made a little demo video of the multi-res if anyone is interested. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted June 10, 2010 Contributor Report Share Posted June 10, 2010 New Multi-Res feature is just FANTASTIC! Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted June 10, 2010 Advanced Member Report Share Posted June 10, 2010 Is the multires feature the same as the proxy feature? Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 10, 2010 Report Share Posted June 10, 2010 The proxy feature is basically one part of the multi-res. The proxy was just the going down in res part. Now you can sculpt on the low res and have it affect the high res details. Quote Link to comment Share on other sites More sharing options...
Member cnob Posted June 10, 2010 Member Report Share Posted June 10, 2010 I made a little demo video of the multi-res if anyone is interested. Thank you for that one phil, well done. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted June 10, 2010 Author Report Share Posted June 10, 2010 Re-uploaded in attempt to solve "waves" issue. Use same links as above. Btw this method of multiresolution is very perspective in terms of expanding functionality of surface mode. Let we get some brush like in Sculptris to perform local subdivision. In this case we will get correct multiresolution too regardless on new mesh topology. So, with combination of very probable future changes this approach paints really great future. Quote Link to comment Share on other sites More sharing options...
Member maddam Posted June 10, 2010 Member Report Share Posted June 10, 2010 I find myself king of dumb but i can't figure out how to use multiple UV set :/. I succed to creat a empty new UVset, to transfert UV from set 1 to 2 (but i got empty uvset1 then). And i couldn't creat new UV in an empty UVset (i can't even see my object when the UVset is empty) Any help is welcome thank you Speaking OF UV, an awesome feature would be to be able to choose an UVset for a layer to paint on. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted June 10, 2010 Contributor Report Share Posted June 10, 2010 Re-uploaded in attempt to solve "waves" issue. Use same links as above. Btw this method of multiresolution is very perspective in terms of expanding functionality of surface mode. Let we get some brush like in Sculptris to perform local subdivision. In this case we will get correct multiresolution too regardless on new mesh topology. So, with combination of very probable future changes this approach paints really great future. Right The problems I have seen have been after an attempt to convert things back to voxels so I can use the extended scultping bushes we have in the Voxel tool set. so can anybody else see these effects? Pinned points strange behaviour after converting back to Voxels or is this suppoosed to be a one way street to surface mode? if that is the case then its imperitive that the surface tools be expanded more like the voxel tools in functionallity. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted June 10, 2010 Author Report Share Posted June 10, 2010 I find myself king of dumb but i can't figure out how to use multiple UV set :/. I succed to creat a empty new UVset, to transfert UV from set 1 to 2 (but i got empty uvset1 then). And i couldn't creat new UV in an empty UVset (i can't even see my object when the UVset is empty) Any help is welcome thank you Speaking OF UV, an awesome feature would be to be able to choose an UVset for a layer to paint on. Unwrap model in any sort (or set seams manually) to be able to manipulate faces/islands. Then move required faces to the new uv-set. Then pack UV sets separately. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted June 10, 2010 Author Report Share Posted June 10, 2010 Right The problems I have seen have been after an attempt to convert things back to voxels so I can use the extended scultping bushes we have in the Voxel tool set. so can anybody else see these effects? Pinned points strange behaviour after converting back to Voxels or is this suppoosed to be a one way street to surface mode? if that is the case then its imperitive that the surface tools be expanded more like the voxel tools in functionallity. Please show bigger set of screenshots to show the issue as a whole. Quote Link to comment Share on other sites More sharing options...
Advanced Member spacepainter Posted June 10, 2010 Advanced Member Report Share Posted June 10, 2010 O I see, so we're not supposed to go back to voxels after using proxys?? Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted June 10, 2010 Author Report Share Posted June 10, 2010 O I see, so we're not supposed to go back to voxels after using proxys?? There are 2 ways: - don't modify proxy - then you will get back to voxel mode - modify, then you will get back to surface mode. Press wave icon to get back to voxels. Quote Link to comment Share on other sites More sharing options...
Advanced Member spacepainter Posted June 10, 2010 Advanced Member Report Share Posted June 10, 2010 I really like the axial functionality for making my baroque fractals but it does not stay from proxy to original mesh. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted June 10, 2010 Author Report Share Posted June 10, 2010 I really like the axial functionality for making my baroque fractals but it does not stay from proxy to original mesh. How are you able to apply axial in proxy mode? Only deformations of proxy will be applied to source mesh. Probably you moved from surface mode in proxy, made changes, then get back from proxy? This will not work. You should not bring proxy mesh back to voxels because only deformations will be applied to the final mesh. Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted June 10, 2010 Applink Developer Report Share Posted June 10, 2010 Maybe something to look at. When I use smooth brush in voxel surface mode, it smooths only part of the model. On the other part it leaves wavy pattern on surface. Here is a video. Sorry it's 5,5mb but you can see it better. http://www.vimeo.com/12454155 Quote Link to comment Share on other sites More sharing options...
Advanced Member Polygoon Posted June 10, 2010 Advanced Member Report Share Posted June 10, 2010 That is pretty realistic work there artman. That's actually what does happen when you put weight on like that. Quote Link to comment Share on other sites More sharing options...
Member maddam Posted June 10, 2010 Member Report Share Posted June 10, 2010 Unwrap model in any sort (or set seams manually) to be able to manipulate faces/islands. Then move required faces to the new uv-set. Then pack UV sets separately. thank you, i understand it now. in fact i was misunderstanding "multiple UVset". In fact it allow you to have multiple texture to an object while i was thinking it could allow to have multiple UVset for any single face (on face could be on several UV sets). It's the way modo work. Quote Link to comment Share on other sites More sharing options...
Advanced Member spacepainter Posted June 10, 2010 Advanced Member Report Share Posted June 10, 2010 It works like that,I went back to voxels and applied axial transform. I did not know why I should stay in surface-mode.I won't do it again...Because transforms get lost when leaving proxymode. Quote Link to comment Share on other sites More sharing options...
Member Lawless Posted June 10, 2010 Member Report Share Posted June 10, 2010 Hello, A note for the OSX update. On the download link for 3.3.03 only 3.3.02 downloads. Thanks Quote Link to comment Share on other sites More sharing options...
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