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AbnRanger

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  1. Is it using OneDrive in any capacity, because that is known to cause some issues? Anti-Virus apps can also interfere, so try to add 3DCoat to the Exceptions list of any Anti-Virus/Firewall software. Update any drivers you have, for your GPU, Wacom tablet, 3DConnexion devices, etc...because anyone of them could also create bug like/sluggish behavior. I have experienced all of these at various points....once in a blue moon...over the years. Doing those steps will help narrow things down if they don't solve the issue outright. It should not be responding this way, as I recently began upgrading my PC from an i9 10850K and GTX 1080Ti, and it was performing pretty well. So, it's just a matter of finding out what is causing the issue. If you are overclocking, make sure to run some stability tests. If you can run Cinebench as an example, it really stresses the CPU & Memory, and if that doesn't result in crashes/instability, then it should be okay to use 3DCoat on a regular basis.
  2. Can you test it on a sample object from the splash screen, so it's clear whether it is happening to just the model you are currently working on, or if it happens all the time? EDIT: Nevermind. I just did a quick test on my end and I can confirm this is a bug. I will report it now.
  3. The first video does seem problematic because you have the MOVE tool selected, but it appears to SMOOTH instead. I am puzzled as to why it is behaving that way, and yes, it could be a bug. Regarding the creation of a new Layer, this is not a bug. It is actually a feature. In general, you never want to mess with Layer 0 because it stores a lot of mesh and transparency information, and is often locked like the bottom layer in Photoshop. If you want to paint or sculpt, it is good that 3DCoat automatically creates a new blank layer for you. As for Sculpt Layers, the merging of verts happens in Surface mode if you have "REMOVE STRETCHING" enabled in the Toolbar (directly above the viewport). Most brushes have this option and some tools do, also. If you don't want 3DCoat to essentially apply Dynamic Subdivision directly beneath your brush, as you sculpt, make sure this option is unchecked. Sculpt Layers is an integral part of Paint Layers...because Paint Layers have a DEPTH component, which 3DCoat uses to store sculpt information/changes. If you are painting and you do not want Depth information to be stored, then you can click on the little purple sphere (depth) in the toolbar, which is next to the green (color) and grey (roughness/glossiness). That will temporarily disable depth from being painted, until you toggle it back on again.
  4. Does anyone here have experience using an AMD Ryzen 9 7950X or the new 9950X? I am curious how well it performs in 3DCoat because the multithreading in 3DCoat uses the Intel TBB (Thread Building Blocks) Library, which used to cripple performance of AMD CPU's in years past. It is optimized to work with Intel CPU's, but not on AMD CPU's. It's my understanding that AMD won a lawsuit against Intel over this and another business practice more than a few years ago, but I cannot find anything via Google Search about the results of that lawsuit.
  5. Actually, I think it might be worth exploring because of the Auto-Rigging...something 3DCoat doesn't currently have.
  6. "Hobbiest mindset?" What part about iRay already being an integrated render (far better and more capable than 3DCoat's current default render engine) in Substance Painter did you miss? This was an integrated Render engine in 3ds Max for years, before Autodesk switched to Arnold. The point being that it is a very serious production render for those who are using Substance and it has been integrated for some time, now. Please visit the Substance forums and tell them what a hobbiest tool it is, and a distraction from adding production level tools. Mari also has a very solid, production level (very photorealistic or NPR) render engine integrated (Modo's Render). It seems strange to me that those who say 3DCoat needs to catch up to it's competitors somehow forget that it's competitors already have substantial render engines built in and even 3DCoat Textura includes the 3DCoat Render Engine for final renders or previews. The thread is about a legitimate proposal to Pilgway from a major industry leading Render software company (that everyone knows about)...not an idea from a hobbyist. Maybe you can tell this software company to keep their amateur ideas to themselves? I respect others having a different opinion, but to be personally insulting to those who have a different view, essentially calling them a bunch of amateurs, is uncalled for in my opinion. 3DCoat's biggest market is probably Concept Art, and what benefits them may not necessarily benefit you, but if not...just say "I don't think this would benefit my workflow much and I would instead prefer x and z feature." There is no need make personally disparaging remarks.
  7. Freezing does not work directly with Voxels...unless you select a SURFACE brush. When your SculptTree layer is in Voxel mode, it is in somewhat of a hybrid state. When VOXEL brushes are selected/active, then 3DCoat utilizes Voxels, but when a Surface brush is selected, it will temporarily suspend Voxelization and instead treat the outer, adaptive mesh as a Surface Mesh. So, you can use FREEZE, but you need to keep one of the Surface brushes enabled. Voxels do not have freeze masking because they are volume driven, not mesh driven.
  8. I think it is because the mesh is rather dense for UV layout. Other apps may be able to handle/unfold dense meshes well, but in 3DCoat it is always best to unfold while the model is in a lower to mid poly state. In that situation, it works really well, but yes...with dense meshes, it struggles somewhat. Could you make a quick screen recording in Blender unfolding this. I am super curious how Blender handles it, and if it works well, then I think Andrew would see that there is much improvement needed in 3DCoat.
  9. Well, if you go back to that build you will be missing out on the Photoshop style Layer & Clipping Masks. They are fully compatible with Photoshop, too. There was some work done with Smart Materials in that Normal Maps imported into a SM layer, will get automatically converted to Depth (displacement) and there are a number of smaller house cleaning things done, such as the ability to move Materials from one folder to another, refreshing or converting (to another projection type, such as Cube or Camera)all the thumbnails in a folder. This might not sound like much, but the way it was prior to 3DC 2021, would make doing these things a big PITA. There is a nodal system being developed for the materials and a GPU brush engine has been ongoing, so it may not seem like anything is being done, but behind the scenes there is actually a lot of development work underway.
  10. It's very inconsistent on my end. Half the time it works and then the other half, it doesn't. Not really useable at this point. I sent Andrew a long video bug report, but don't know if he is willing to watch it.
  11. +1. I have been asking for this for looooooooooong time. We need a procedural noise library similar to ZBrush's Noise Maker toolset. Bercon Maps is a free open source library for 3ds Max and any other software developer, who may want to use them. https://www.ylilammi.com/posts/2013-09-30-berconmaps
  12. Andrew, why are there multiple applink directories? This is super confusing and totally unnecessary. Can we pick just ONE and make it clear in the Blender addon/extension which one that is? It's confusing to me why there is an APPLINKS folder and then a 3DC2BLENDER folder.
  13. I know it's frustrating and thank you for helping by pointing out the exact issues you are having. However, please be patient because 4.2 really changed the way addons/extensions are handled, and I personally get emails from other addon vendors (from whom I purchased Blender Addons, such as AutoRig Pro and others), stating they are working all the kinks out, too.
  14. Just hover your cursor over the tool and if you see a little youtube icon at the bottom of the tooltip, it will say that hitting F1 on your keyboard will take you to the tutorial for that tool.
  15. In the Paint and Retopo Rooms, you can hover your cursor over most of the tools and hit F1 to go to the video tutorials for those. I will soon try to link the ones in the Sculpt Workspace as well.
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