-
Posts
7,660 -
Joined
-
Last visited
Content Type
Forums
Calendar
Gallery
Everything posted by Andrew Shpagin
-
3dcoat is too slow-why?
Andrew Shpagin replied to leesuyeon's topic in SOS! If you need urgent help for 3DCoat
Don't worry, cutoff speedup is not completely related to KB... So for you it will work much faster anyway) -
3dcoat is too slow-why?
Andrew Shpagin replied to leesuyeon's topic in SOS! If you need urgent help for 3DCoat
Now cutting 8M takes less than 4s on my laptop. -
3dcoat is too slow-why?
Andrew Shpagin replied to leesuyeon's topic in SOS! If you need urgent help for 3DCoat
Looks like there is global reason of 3DCoat (and other soft as well). This is Win update KB5023706 (google it). We recommend uninstalling KB5023706.To do so, press the [Windows Key], type 'Uninstall updates', and select KB5023706 to uninstall. In 2023.09 3DCoat will check for this update and ask the user to uninstall it. I hope that future updates of Windows will not cause any further disruptions. -
3dcoat is too slow-why?
Andrew Shpagin replied to leesuyeon's topic in SOS! If you need urgent help for 3DCoat
I tried some things and managed to improve the CutOff performance on heavy meshes in surface mode by at least 3-6 times on my computer. This improvement will be included in build 09. -
3dcoat is too slow-why?
Andrew Shpagin replied to leesuyeon's topic in SOS! If you need urgent help for 3DCoat
Cuts in voxel mode are much much faster. Surface cuts are slower, it are Booleans over heavy meshes, so may take some time. Turn off Edit->Prefs->Viewport->Vertical syncronisation and Geometry->Incremental render and please answer questions: 1. If you have 8M object in scene, what FPS do you see when you rotate the scene (left bottom corner)? 2. Are there some lags when you rotate 8M scene? 3. Try cutoff over 8M mesh in voxel mode. Is it fast enough? 4. In your scene try Geometry->Cleanup memory. Are there any changes in viewport performance? 5. Does all that problems happen if you just subdivide one of initial spheres? And using 2023 is usually free if you have not outdated 2022 license. So use 2023.08 build, it has some performance improvement. Also I looked surface CutOff over 8M surface mesh, on my side it is slow as well. It may be optimized. I will do some optimizations in 2023.09 build. And, from history - there was possible some lags in 3DCoat because of tablet driver. Try ununstalling tablet driver, compare viewport performance, then install driver again. -
I am trying to fix all painful stuff as first priory. Something may remain unfixed only because it become out of my attention by some reason. I was sure all stuff related to "hide" fixed long time ago. Carlos sometimes reminds me some unsolved problem, it helps greatly. So reminding is helpful, if you drop me the link to most painful problems description (to andrewshpagin@gmail.com), it may help. And of course war has some influence because I need to make some extra stuff that can't be discussed there.
-
I corrected the preset, I have set "Albedo" instead of "Diffuse". The difference is that Diffise is black if Metall=1. Albedo is not influenced by metall. Now you may do it manually (diffuse->albedo).
- 1 reply
-
- 1
-
Normal maps as well as bump/height maps
Andrew Shpagin replied to Hastouki's topic in Feature requests
Looks like difference is that generated displacement is flipped vertically and has a little bigger contrast. Please give me link to color/normal/displacement for the fine-tuning. Of course generated displacement will be different from original up to some scaling factor. -
Normal maps as well as bump/height maps
Andrew Shpagin replied to Hastouki's topic in Feature requests
In 06 recovered displacement will be saved as 16-bit tiff, so no ladders problem anymore. -
Normal maps as well as bump/height maps
Andrew Shpagin replied to Hastouki's topic in Feature requests
Please drop me that blue spots normalmap for tests. -
Normal maps as well as bump/height maps
Andrew Shpagin replied to Hastouki's topic in Feature requests
Why 3DCoat need depth? Because you may paint with different materials over each other even on same layer and 3DCoat may mix them. To mix them I need depth. From that summary depth I generate normalmap that you see as the final render. So, if you have depth channel, use depth for the smart material. The "ladder" problem really may be improved, look for the upcoming 06 build. -
Normal maps as well as bump/height maps
Andrew Shpagin replied to Hastouki's topic in Feature requests
Have you tried the 04 build? It recovers depth from normal correctly with option I pointed. -
Normal maps as well as bump/height maps
Andrew Shpagin replied to Hastouki's topic in Feature requests
Looks like displacement recovering algorithm chosen incorrect type of normalmap (of two), so produced incorrect result. I will add checkbox to the dialog to force channel invertion before recovering. Will be available in 2023.03 -
In my tests it gives clean result. Are you on Windows? Today I plan to release 2022.50, please check
-
'decimate, auto-map, export' does not work at once
Andrew Shpagin replied to OhGwan's topic in General 3DCoat
I discovered that if you have some object in scene, say "Volume5" and there is layer with the same name "Volume5". And you painted some color over the layer "Volume5". In this case the color from the layer "Volume5" will not be baked because this layer used to bake base color of the shader and it overwrites the painted color. Please check if this is your case. If no, please help me a bit more - make some video that demonstartes the issue. Every detail important, so fullscreen video is the best.