-
Content count
7,695 -
Joined
-
Last visited
Content Type
Forums
Calendar
Gallery
Everything posted by AbnRanger
-
[Solved] Voxel repair, sculpting... very slow
AbnRanger replied to Andre's topic in SOS! Only for urgent help
Perhaps Reboot and delete the Options.xml from the MYDOCS/3DCoat. 4.9 directory and see if that was the culprit. I would also try and use the DX version. BTW, when you say the voxel tools are slow and laggy, can you specify which ones you were using and how you were using it? A screen recording might also help. I can pass that on to Andrew, or you can email (support@3dcoat.com) it to him so he can follow up directly. It doesn't happen on my end...except using the MOVE tool, and there is a reason for that. -
[Solved] Voxel repair, sculpting... very slow
AbnRanger replied to Andre's topic in SOS! Only for urgent help
Test it with a sample scene/model from the splash screen. If it occurs with those as well, then it eliminates it being a problem with just the mesh you are using. I have no problem going way above that polycount. Remember, VOXELS are basically PIXELS...3D pixels, with an adaptive Mesh "Coat." So, SIZE MATTERS. The larger the object is on the grid, the greater the density. It's a lot like working with large scale images in Photoshop. RAW files may be a bit more sluggish to work with than JPG or PNG files -
rotate, scale, resize and zoom smart materials numerically
AbnRanger replied to Mzone3d's topic in CG & Hardware Discussion
If you enable the 2D Gizmo, you should be able to LMB click a transform widget + SPACE BAR to enter a numeric value -
It's not going to use RTX anyway. I use DX all the time, anyway (GTX 1080Ti). Seems more stable than GL
-
Another point of reference. Maya's retopo tools no doubt took some notes from 3DCoat's retopo tools...but changed the look of the points, which is cleaner and more simple looking.
-
Hopefully it is just a small adjustment, but could we PLEASE change the old, 90's style spheres (POINTS & FACES and ADD/SPLIT tool) to small circles....sort of like selected Vertices, but maybe slightly larger in scale?
-
You can click and drag on the axis stems and use those to move. That was added a few years ago. The only problem I have is that sometimes when I am actually trying to click on the scale widget, I inadvertently click on one of the stems and it moves...which is not what I want. The stem movement should be confined to outside that little inner circle, IMO.
-
It was Avast blocking it. I don't know why it didn't block previous versions and decided this one needed to be blocked.
-
I cannot install the build. I immediately get an error message saying "Windows cannot access the specified device, path, or file. You may not have appropriate permissions to access this item." I rebooted my PC, and ran the installer as the Administrator, etc.
-
[Request] faster smoothing for the pose tool
AbnRanger replied to nobackup's topic in General 3DCoat
I have always hated the SMOOTH option in the Pose tool. It is slow and not very effective (should be strength parameter), despite work arounds one might turn to, instead. We also desperately need an EXPAND and CONTRACT slider for the selection and another for the GRADIENT. It might have to employ some type of OpenCL acceleration or something, so it can be fairly interactive and not a dreadfully slow adjustment. -
Nice work. As a purely stylistic choice, I would perhaps make the tread of the boots relatively thin in the forefoot area and keep the height in the heels. This way it keeps that look of high heels, but still has that rugged boot look, too...having a nice, unique contrast.
-
Can you replace a mesh in the Paint Room & keep layers ?
AbnRanger replied to popwfx's topic in SOS! Only for urgent help
You can export the Paint Mesh to the Retopo Room to make changes by going to the Retopo Room and from the to RETOPO Menu > TAKE MESH FROM PAINT ROOM. Make your changes/fixes and then go to the BAKE Menu and choose UPDATE PAINT MESH W/ RETOPO MESH. For your 2nd question, you can go to the FILE menu from the Paint Room, and select IMPORT OBJECT. That will merge the object into the scene. -
Radeon ProRender - AMD’s OpenCL based, PBR-renderer
AbnRanger replied to Carlosan's topic in CG & Hardware Discussion
The only one that I noticed much noise in, was the Blender scene with the kid in it. I agree on that one, but everything else seemed OK.- 58 replies
-
- pbr-renderer
- opencl
-
(and 1 more)
Tagged with:
-
Very cool. BTW, why may I ask, did you say you needed/planned to go into ZBrush? Was it for the ZRemesher?
-
I recently asked Andrew if we could get a Hotkey toggle for Render Room rendering in the Sculpt Room and Paint Room. He sounded like he liked the idea. Maybe if others email him, it will add to the priority of the request
-
Yes, understood. I just realized a little while later that the camera angle also made the ear appear considerably lower than it actually is. It's sort of like 2 equally sized football players standing next to each other, can appear to be very different, depending on how close one is to the camera, than the other.
-
I think that has been the default behavior for a long time. I actually do not like it, personally. I'd rather it be an option. Because, if I have already laid out my UV's and for some reason, need to use Symmetrical Copy, it just messes up all the work I did, and now I have to go back and re-arrange the furniture (islands) all over again.
-
It's looking good, though.Yeah, it's not easy when we are used to working with male anatomy/proportions. Female torso's are literally shaped like an hour glass and men...more like a bowling ball. LOL If I may make one slight suggestion. Can you shift her ears up to where the tip is near in line with the eyebrow?
-
...for the BASE BRUSH?
-
Has the CTRL ACTION menu issues been fixed?
-
When you first import the mesh into 3DCoat, it needs to be in Microvertex mode, not Per Pixel Painting. I don't know why Andrrew hasn't enabled this EXPORT TO HIGH POLY MESH option in Per Pixel mode, yet, but it's not.
-
Perhaps you should close the app and restart it. Maybe that will refresh what's stored in memory. Sometimes it helps, when 3DCoat seems to be acting up. If that doesn't help, create a new layer and try to use that one, instead. Also, make sure you have the right VoxTree (now called SculptTree) layer selected it's not ghosted. Additionally, you may want to check and see if your DEPTH value in the Toolbar is sufficient to actually affect the surface. It's hard to diagnose with no visual aid like a Screen Recording or Screen Grab.
-
You need to make the selected layer visible. Also, you should uncheck "Voxelize Immediately." It's not very useful, anymore. By default, it will work the same way SURFACE TOOLS does.
-
The MOVE tool since 4.9.37, in Voxel Mode, is basically using Surface mode unless you check VOXELIZE IMMEDIATELY (old voxel mode, where it voxelizes the model with every adjustment...which creates a pause at the end) in the Tool Options panel. Since it is working in Surface mode, effectively, it is recording that information on Sculpt Layers. This is the reason you get the warning.