Jump to content
3DCoat Forums

Haamu

Member
  • Posts

    20
  • Joined

  • Last visited

Haamu's Achievements

Neophyte

Neophyte (2/11)

0

Reputation

  1. It's not a performance issue. It behaves just the same in every mode and detail level. The problem is most apparent when doing small movements. You can move the cursor about 2mm in screen space without affecting the surface, causing it to deform in steps. That small slack space is not an issue for broader movements, but small nudges and tweaks are really awkward to do.
  2. Can you please please please fix the snappy jaggedness in move tool while you're at it? I've pretty much completely given up sculpting in 3dc because of it.
  3. You still can't seamlessly jump between levels. You must pick one, use it, discard it and go back to high res before you can pick different one. I think that is unnecessary micromanaging and processing overhead. There are 2 ways I can think of to dramatically improve this: 1.You can simply automate applying the proxy and reducing the res to a level below previous one. All with one click. 2.Make proxy of the proxy when moving down. When moving up, apply proxy to the next one in hierarchy similar way that it is now done for the full res. Number 1 would solve the micromanaging, but not the processing. 2 would improve processing on lower levels, but probably will introduce errors. Anything below 4mil in ZB (on my not-state-of-the-art-rig) runs smooth as butter and takes split second to swap resolutions, with the occasional exceptions of doing something extreme on low res and jumping straight to top. Anything above 4 mil I just break it to pieces or use HD geom without speed hit. It takes 3DC around 5 seconds to bring down 2 mil object, and that is very significant hump workflow wise. I'm not even that concerned about high detail levels, but for quickly ramming in shapes, highly responsive multires is essential to me.
  4. I wouldn't really call it multires when you can only use 2 at a time, unless you are going to add more levels later. If current implementation is the final intent, I'm a bit disappointed. I also think the time delay is quite extreme, strongly objecting the unconcerned notion "only takes a few seconds" in Phil's video. You have to beat the competition to use the word only . It's better than before obviously, but I'm hoping for more.
  5. Yeh, I've experimented a bit with just about everything. So far the lasso approach seems smoothest, although splines have some additional use since they are persistent. I just noticed that placing some geometry right behind the object makes the move tool work closer to the way I want (since it catches the cursor), but it's kind of a hassle to manage extra surfaces. Still it's gonna help enormously in some cases where that kind of control is needed. Interestingly, the same trick works in ZBrush as well. I'd still much prefer infinite cylindrical eraser and move brush .
  6. That works slightly better than sphere tool since you can undo it locally, but it still has the problem that the brush center has to touch the part you want to remove. That means you must gobble it en masse instead of gently skimming the edge.
  7. Quite simply a tool that removes everything behind the brush in screen space. Like removing infinitely long cylindrical blocks from the model. You can do this with lasso tools while sphere brush is active, but it's not nearly as fluent as eraser brush would be. Another addition might be a move tool with similar cylindrical effect area. These would make my work so much easier.
  8. You can use shortcuts for this, but of course snapping would be more fluent. I quite agree.
  9. You can increase res without smoothing by cloning space density, increasing its resolution and moving the low res to the high res. Move tool is the biggest reason I still can't use 3dc as much as I'd like. Not only does it tend to tear things apart, but it also does this weird inaccurate snapping which doesn't seem to serve any purpose.
  10. that's a manageable solution but I find it comes with some severe workflow feedback issues. Main thing is that you need to keep switching layers if you wish to change anything afterwards, which is quite painful if you need multiple levels of detail in relatively small area. Another obvious one is the glaring and distracting seam that comes with it. It can be mitigated a little with the copy tool but it's quite annoying to deal with. I do have a suggestion though. there's a tool in Zbrush that allows painting over separate meshes and blend them together. It works by modulating strength by distance (if memory serves me right) so surfaces end up blending together. Though the concept is great the implementation is so horrid that no one even knows about it. How I would vision this to work in 3dc is by linking voxel objects together, quite like you link layers in photoshop. When in this mode, brush strokes would affect multiple objects at the same time, applying similar modulation so their surfaces stick together. It probably wouldn't work in voxel mode that well, but I suspect it would be great in surface mode. Adaptive voxel/mesh density would probably be much more elegant, but I think this kind of hack would be order or magnitude easier to implement.
  11. I would really appreciate this as well
  12. I would very much like something like this as well, although I would probably do it through a different layering/grouping system for curves specifically. It would also be nice if curves were saved with the scene file. Also, is there a way to disable the transform gizmo that keeps popping up awkwardly? If not then that's another feature request from me.
  13. uh oh, can't believe I didn't notice that, considering I place refs through camera menu all the time. I was searching at the wrong places. This sure simplifies things, thanks for mentioning that. As it turns out, with orbiting disabled you CAN actually pull surface in the empty space, so that makes my point quite moot. Well, saying it's unusable isn't entirely fair, its quite pleasantly fast for the most part. It's mainly the snapping that is driving me nuts. My third point about lagging becomes more apparent at higher densities and I guess it's understandable if it can't be helped, but in that case ZB still has the clear advantage as moving never becomes an inconvenience.
  14. One of the biggest reasons I still prefer to use zBrush over 3dc is the move tool. The way it currently works in 3dc is sluggish and inaccurate. I may be in the minority in wanting this improved quickly, though. I have fairly peculiar way to create broad (sometimes even smaller) shapes on a model, as I tend to give small nudges to the surface in rapid succession. That is very efficient in ZB (if you ignore the mesh crumbling), but quite unusable in 3dc at the moment. interestingly, they changed the way move works in zb3.5 with their "click, then hold shift/alt" method for alternate operation, which requires some impressive finger acrobatics to do quickly. All of the following applies to the surface mode variant. I'm not expecting voxel version to work similarly. -------------------------------------------------- First thing is the snapping, which I find quite strange. First I thought it has to with snapping to voxel grid, but it also happens in surface mode and seems to work in screen space (you can zoom in to make it work more precisely). Spacing can be used but that takes a lot of processing power and starts to lag behind the cursor. Second thing is accidental viewport orbiting, which affects all tools of course, but it's specially damaging to move as strokes more often start near the edges. I don't think the free space orbiting is particularly useful anyway since there is always alt+drag orbit, so maybe there should be option to disable it. Additionally, I think it would be beneficial to have small area (in empty space) around the model where you could still pull on the closest surface without cursor going inactive. Third thing, though this is mainly uneducated guesswork, there seems to be quite a lot of hard drive activity when applying rapid pen strokes with move tool (and to much lesser extent with other tools as well), which I would guess, is related to undo. It can also cause a small lag spike after each stroke, which I find even more damaging than the snapping. If that is correct, I could happily live without any undo at all, or have 1 or 2 stages and store them in memory instead of disk. Of course that should be an option and not default behavior. [side note]There's another possibly related issue, where brushes slowly become very sluggish and laggy over time, and I have to reload the scene periodically. That's in 32bit non-cuda version, winxp32. On less important final note, moving could use a strength modifier as well. It might not seem important, but it adds some comfort for making more subtle changes. -----------------------------------------------------
  15. There are some workarounds like that of course. Quickest way I've found is to make the plane arrangement in max, port to 3dc and scale ref planes to match them, which is simple enough, but unnecessary extra step nonetheless. Real meshes won't show up in vox mode and the way ref planes work is much better anyway.
×
×
  • Create New...