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artman

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Everything posted by artman

  1. still getting "can't get the number of OpenCl platforms" as soon as I select the Occlusion tool. Even with the Default Robot file.... I would like for more users with NVidia graphic cards to report on this. Maybe my graphic card is dying or somethin.... 2 days ago everything worked fine with the new driver.... The only thing I did is changing UI a bit...very strange. Finally,I dont think that makes the "entire" build unsafe as its only one feature in the whole program and even maybe releasing the build with this issue will provide more feedback from other users that may lead to solution...
  2. Ok OpenCl disappeared again from roll out. I get error message : "can't get the number of OpenCl platforms" as soon as I select the Occlusion tool. Im trying with the robot sample so its not because its too heavy file. Yesterday it worked(well,not always...but it was always visible in roll out) but today its not there anymore. I did not change anything from yesterday.(4.5.09)
  3. seems like symmetrical parts are instanced (maybe it always been that way,I dont know I dont really use the mannequin) Just select Instancer tool and press "Un-instance all'.
  4. Great!! Probaly most error messages I get come from the fact that I use vertex paint and polycount might be too high. I still get blank layers sometimes tough it seems hard to predict... it works ok now that I updated to latest driver I mean at least option is always visible in roll out. I still dont understand why previous driver would work with 4.5.07 and not 4.5.08....anyway,Im happy it works.
  5. no merging,cutting operations ect should ever be done in proxy mode. Proxy mode is mostly to use Pose tool or Move tool with larger brush radius(or other SF brushes) without the inherent slowdown associated with high polycounts and big brush radius. Im surprised the program even allowed you to try that actually....
  6. on the robot it works ok and pretty fast too. But for my personnal projects I use it mostly in vertex paint mode, probably polycount is too high and Im asking too much out of it.... but it did perform better in 4.5.07 altough sometimes result layer was blank.Now I get mostly error messages....
  7. thanx after installing this driver it works now...I"ll report if it disappear again. Anyway,that still doesnt explain why it worked fine 4.5.07 and not in 4.5.08.....the driver version I had was just the previous one. What is gonna happen when I update with future drivers ect....this is not really reassuring. IMO it still is unsafe unless Andrew or Carrots knows exactly why it stopped appearing specifically in 4.5.08. EDIT: really unstable.I had error message: -2:max_mem_alloc size is 402653kb,but you need 407994 switch to CPU platform. Seems I'll need to rely solely on CPU routine afterall... Edit:another error message :can't create CLProgram from source.Switch to CPU platform. Is my graphic card dying on me and I dont know it?
  8. NVIDIA GeForce GTX 660 Windows 8.1 Intel® Core i7-3820 CPU @ 3.60GHz
  9. Me neither it does not work. at least seeing Don is plagued with this issue too Im glad to see we are not only 2 users not able to access this option. Anyway,it has to do with the latest changes in 4.5.08 because in 4.5.07 I can access it just fine. ...maybe its more of a UI kind of bug since Dirceu Franco seemed to be able to access it sometimes by closing and reoppening 3DCoat multiple times..
  10. yeah,I highly doubt its something we are doing wrong. Hope Andrew will be able to reproduce....
  11. Did a complete/clean reinstall of 4.5.08 and OpenCL is still missing from the roll out menu. I dont think that qualify as a safe build.
  12. Yes . Like Dirceu Franco. In 4.5.08 Option just disappeared from roll out menu.
  13. on my side in 4.5.08 I cannot select OpenCl AO calculation only CPU method is selectable. In both DX and GL.
  14. No, it does not have an SSS shader built in ....all DDO texturing work showcasing SSS are actually from inside Marmoset TB2. I too am very eager to paint translucency and subdermal maps on a realtime shader...but I fail to see how a missing shader makes 3DCoat PBR toolset "incomplete" as none of the serious competitors in PBR painting have it already anyway....
  15. I use mainly PBR for clothes(most fabrics ,leathers ect.. ) ...very rarely have I seen people using SSS for clothings. Maybe its because I use mostly Unreal4 and you use different engine... Anyway,an ETA on it would still be cool...maybe its something more planned for V5....
  16. I dont understand ; if you want non-human made materials just make some....the app whether its coat or SP just allow you to paint realtime on a physically based shader.....you can make candy,leather,plastics ...nobody is forcing you to make chromy metals or concrete like materials. What Im trying to say is that its ultimately you the painter/artist who is feeding your channels with values/samples and define materials... (unless you rely on the software libraries) Im looking foward to SSS too, but Im not "waiting" for it...maybe its because I really just use it for skin and haven't got any need for wax-like materials yet...
  17. There is no SSS shader in Substance Painter and its still leading the pbr painting market at this moment....
  18. On my side OpenCL AO In vertex paint mode do not work, result is a 100% white layer. edit: on 3Dcoat start up mannequin it works fine,maybe it has to do with my file. I will investigate more...
  19. Awesome!!! I just hope its the new raytraced AO he was talking about being developed some time ago...and not just a speed up of current AO method (although a speed up is always cool) Anyway...Im excited !!!
  20. really strong improvement in autoretopo!!! still feels experimental tough (getting holes in mesh if polycount is too low and hard surface mode and guides are not super useful,sometimes even small amount of guides give not so good result compared to without guides) I get very,very good results using polycounts above 300 for very simple shapes and above 2000 polys for more intricate pieces (I try to stay lopoly as much possible) best result recipe for me: cloning meshes and converting to voxels in the 100k-300k range, then using ; maximum quality setting, 75% details capturing, no decimation,no tangent smoothing ,no guides ,no density modulation. for very thin parts I use Extrude of 1or2 to beef the volumes a little bit before launching the autoretopology. Possibly results are even better when aiming for higner polycounts (5k and more) but Im more interested in lower polycounts atm. Its defintly MUCH better than previous version but still not as forgiving than zremesher. Also Raul's closehole tool is pretty cool and really complementary (altough sometimes I need to hover outside the hole to close it)
  21. I think this is the most excited I've been to test a new build in a long time .....just hope it works better on thinner and more complex objects....can't wait to try.
  22. Its called "sharp seams" ...I tried it with different angles on creature.obj and its not super helpful so nevermind my suggestion , its really more suited for hardsurface ..even though with some angle values I was to get fewer islands than the usual auto seams its still feel like I would have achieved better/faster results by just drawing a few seams using path marking.
  23. sometimes using angle method with wide angles gives nice result on more organic meshes.
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