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artman

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Everything posted by artman

  1. Andrew,I'm currently fiddling with rendering and its pretty cool...with lamblight for example...but I think if one day if you would add HDRI cubemaps as lightsources it could be much better renderer because AO and lightscattering are already pretty cool.It works very much the same with rotation and height sliders in Luxion Keyshot. Not sure how hard it would be to implement or if its really worth it.
  2. Andrew there seem to be big issue with proxy mode when "Downgrade all visible volumes" is used. Some objects in Voxtree are disappearing or coming back with wrong position/scale. If object are downgraded individually they are Ok,its only when using "Downgrade all visible volumes". I sent file to support yesterday (approx. 700mb) About new pose falloff curve . Can you explain how it works? I see no differences in selection falloff when using lasso tool. Probably I don't understand how it works.
  3. This is very important thing to reproduce and fix,you should send file before uncaching to Andrew.Personally I use proxy mode exhaustively with no crashes so far,only 2 explosions occurred on about a hundred caching/unchaching events where I use mostly pose/move tool. It would be great if it would be rock solid in 4.1.Probably not so easy to reproduce/fix.
  4. I still dont understand why you use a lattice to make a selection...when you can just make a selection. Its easy to get any soft/sharp variation of your selection using proxy mode and smooth pose selection. Its not because you dont see the vertices that you dont have control over soft selection,actually its much easier to get full control over gradient that way because you have better control over amount of vertices via proxy mode,while the amount of vertices in FFD boxes is very limited. Lattice is a a deformation cage its not a skinning tool. Again maybe it is because I too much used of posing that way: IMO Lattice is really a global deformation tool to tweak proportions and stuff and definitely not the way to go to do joint bending and posing,lasso selection is much better.Anyway,everybody has its own method. But I would be far from calling call Pose tool "unusable" like you as its on par with ZB at the moment..even better because TransposeMaster brings all subtools to level1 subd while 3Dcoat let you decide the mesh density of each of your sub-objects .
  5. I like the pose tool gradient,I think its perfect. To control its sharpness I use Proxy Mode+ Smooth pose selection. Global smoothing on lower decimated proxies will get the gradient very soft and original/higher res will keep it very sharp. Its the same in Zbrush using transpose with subd levels and blur mask. But lattice gradient and pose selection gradient are 2 different things. Personnaly I dont use lattice so I cant say...but you cant expect smooth bending between 2 points...without a a third point. In Don's video if there was no gradient between the third and fifth ring of points the arm would just break very harshly. I think this is what Andrew is explaining.The falloff here only encompass one ring....it cannot be sharper because there is no additional ring. Even any curves or fancy new setting would not change anything about this...an edge in 3d can never be bent. Only additional rings could provide sharper/softer gradient on that particular selection. Edit:also I really dont understand why a lattice is used to bend the arm in that video. Proxy mode 8x(decimated)+ smooth pose selection 2-4times would provide very nice bending. IMO lattice is really for global tweaking of form. Maybe its because Im too much used to pose in Zb with transpose....
  6. Do you mean when Cast Shadows is ON or in Render room? Because picmat shaders have their own lighting embedded,this is what picmat shaders are ,they never were complatible with rotation of light in voxel room.Its like matcaps or litspheres; lighting is in the shaderball itself.
  7. You are right,they get closed anyway.. when making last points over first point yesterday it did not close,first point and last point would stay there on top of each other ...but this morning it it works fine. Very Strange. (Please make it so that spline is not automatically applied when closing it,user might still want to Edit some points. Applying should only occur when doubleclicking/pressing Enter or Pressing Apply button.) Also Today Freeze works fine and Extract selection too.....again very strange as I used DefaultMale bust yesterday as well and did not change anything in the way I draw them. Now only issue I get is saving/loading spline give weird result when loading/applying. there is kind of a weird double curve under it that was not there when saving. I attached spline: 3dsavedspline.zip
  8. Andrew,how do we make closed splines with new 3d lasso ? btw it works pretty well but on my side when using extract tool selection is inverted. Also when using Freeze tool the selection gets properly frozen but the entire object gets frozen too to a lesser degree. Anyway,great addition really cool idea.
  9. This is a very welcomed and important addition (I asked for this a long time ago I never expected it would happen one day.) It improve usability of tons of tools in both paint and sculpting. ....be sure to really check into Mantis before releasing 4.1,I think there might be quite a lot of unresolved important issues forgotten there... ex:Redo using Pose tool does not work. edit:1)Also i agree anti aliasing 2x,4x.. in normalmap baking would be great.I also bake my normals in xnormal which is absurd. 2)Please make separation of voxel color layer by volumes optional,I got a file where I dont need it and 3DCoat creates 42 layers each time I bake...its a useful feature but when user dont need it can really be a nightmare. Also please allow merging(combining) of objects in Surface mode for baking purposes, I mean not booleans...just simple merging,keeping all self-intersecting parts as they are...with fast calculation... Merging objects in SF mode is really superlong...sometimes hours...and does not work most of the time .
  10. Little report. Sculpted A LOT in 13A this week and it feels pretty solid as far as sculpting goes. I did not get any holes this time (I did not use General Brush or Resample either so maybe last remaining hole issue is related to one of those 2 things.) Im near 100% sure Resample can generate some issues,so now I use Subdivide tool instead. -I also had issues with Cutoff tool which imo is not stable in surface mode at the moment (I posted pics previously in this thread) -IIn 13A I encountered 2 explosions returning from proxy mode (decimated) and I used proxy mode A LOT and it happened only 2 times so it means its pretty stable but they are still conditions where explosions can occur..very hard to reproduce. I dont know exact cause but I attached object prior to explosion. HairProxy explosion.7z (sorry,its 68mb...I could not go below that) It is thin surface,probably self-intersecting when using Move brush could be the culprit.or maybe it is because I used Cut off on object before.But the other explosion happened on a not so thin object.
  11. I dont know....Andrew got them. Maybe I should update the ones on main site...I'll wait a little bit. It will all make sense when 4.1 comes out to put everything uptodate.
  12. 11A is not a very good build for Liveclay,its right in the middle of Andrew and Raul new fixes....13A is super stable. ....also posting a screenshot like that without any explanations or ways to reproduce is not constructive beta testing at all... the screenshot show your are using 424 depth value,what are you trying to do? Wrinkleclay is a very bad brush...I mean compared to CreaseClay...it barely does any wrinkles, its more a weird pinch brush really..to do wrinkles CreaseClay is a thousand times better.
  13. One time it was LC brush,one time it was CreaseClay,one time Flatten Clay...but maybe General Brush did something to the surface beforehand for the issue to happen with other brushes.But one time using Undo/Redo it clearly was LC base brush that caused the hole. Anyway, I will try to reproduce using only one brush (GB,LC ect...)
  14. Thanx still getting holes using LC in 13A tough,this time FlattenClay was used. holes always looks like this... I think it dont happen in 12F but I will try to get one in 12F today with long sculpting session. EDIT: its really a 13/13A issue it seems...I am really not able to get those holes in 12F.Something must have changed that create this.
  15. there seem to be an issue with Generalbrush where Flatten curve will either gets greyed out or will borrow the flatten curve of previous preset, As you can see in picture the curve is greyed out and uneditable,I dont know what exactly trigger this.
  16. Here are 2 new LC presets: -LC Claybuild (can replace the one I made using rapid2 for users who likes LC over RS, it works pretty well and is proportional in inverted mode,and build up pretty easily on continous motions) -LC Smooth (to smooth small bumps,irregularities that always happens sometimes when working in lowdensity with LC and are near impossible to smooth using other smoothing tools) LC BuildClay and LC Smooth.3dcpack (reuploaded,a setting got messed up ) Im currently working on multiple Polish brushes (akin to ZB polishA,B,C,D) I will upload them once they are attuned. From what I understood from Raul when he first made Gbrush is that Improve and ImproveRealtime checkbox were supposed to force some RS behavior in brushes...I never saw any changes with either of them on/off. Are they working? maybe I dont understand what they do.
  17. wow,more improvements... Thanx -Really,new FlattenClay is much much better than previous iteration.One thing tough;but it does not work in inverted mode;when holding Ctrl indent should have a negative effect.I still like my SF/RS version better tough but a lot of cool polishing brushes could be made from this version. - LC surface sampling feels much better now,hardly never skip any surface.
  18. updated to final version made to go along build 4.0.12D and above.
  19. possibly but I haven't found anything (no holes and topology seems nice at various detail levels..)
  20. of course it is flattening,this is why your stroke does not raise...it is flattened as it builds up. Here is example if you set flatten curve to get no flattening (only 13% depth used here )
  21. well here is at only 73% depth with a non-flattening curve...are we using same 3Dcoat?
  22. if you got flattening curve...that is flattening as you stroke...of course its not gonna raise. But if you want to set it as crazy build brush like I did with image above you can do it. Also Build mode require strong depth curve if you want to do heavy building.
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