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artman

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Everything posted by artman

  1. Andrew,Im experiencing some flickering of screen while scupting (13A,DX,GTX660) Nothing crazy ,but its very noticeable. Ortho on/off,cuda on/off or incremental render on/off does not make a difference. Its nearly constant when RS or Livecaly is used. Pure Surface mode without RS seems to make the issue much less frequent.
  2. you could try working using the conditions in the upper section of the paint room ui instead of inside the pbr material editor. Also Bakeing your Occlusion in xnormals would be maybe faster.
  3. Andrew I can confirm as Carlosan and ajz3d pointed that Mask textures in pbr materials do not work when "always" condition is selected....
  4. Thanx,glad you like Trim preset..I still like it much more over any flattenclay variation I tried. Thanx for testing too, I did same test just to compare with you and on full Mannequin ,6.5mil with 10 radius (and Sym on)I get between 10 to 20 fps. Its really uncomfortable to use for me while sculpting...I feel like Im doing manual polishing with sandpaper... Strangely radius does not seem so important...sometimes even smaller radius I get lower fps.My hardware is really not that strong....gtx 660 is pretty lowend..... I'll revert to TangentSmooth strong and maybe try antibump again if I ever upgrade my rig (which is not going to be anytime soon) .
  5. well, if user want to smooth anything locally its not gonna work ...also its gonna destroy most of the Liveclay details all over my model unless I voxelize to a ridiculously high polycount.Antibump is really stellar its maybe just that I need to upgrade my hardware as it seems Im the only one having performance issues with it....
  6. Andrew,as much as I like Antibump(its fantastic).. on a 2 mil mesh(with symmetry on) at not so large radius I get 15-20 fps ....i can feel my stylus nib chipping away like an eraser... I just cannot really use it comfortably and its a shame because its really the best smoothing available. Again,maybe my hardware is just too weak (gtx 660,16g ram,I7 3.6ghz...) but mesh is just 2 million polys... (symmetry seem to really have a deep impact on performance,I wish one day you will find a way to improve this.) Smoothing in proxy mode is not solution either as remnants of the smoothed details reappear in the projection (anyway,it is correct behavior of proxy mode).
  7. this is from Beta9 release notes: - Different preview introduced for planar/uv mapping of PBR materials. on my side preview works fine...but filling does not. So maybe only preview is implemented.
  8. could max strenght be increased ? ...its realy slow on my side even at 100% (I7 3.6ghz quadcore...not so powerful,I know)
  9. there is no setting to it,....also even if it is set as the default shift smoothing if you selct smooth brush ,the brush itself does not pick up the new way and act as the old smooth (at least its my impression....) so there is no way to tweak it or even make a preset out of it. Anyway, it already work perfect on its own I just wish it could go up to I dont know 500% in strength equivalent....its really slow on my puny rig, on 1-2 mil mesh I really need to massage the mesh thoroughly to properly smooth some parts and sometimes I just dont have that patience... I already made a few smooth presets based on TangentSmooth strong-tweaked a little...but if you dont like the TS-Strong you won't really like them . Anyway after more testing I really think Antibump feels better but its just really too weak on my side ...I mean I need to wait for it to start smoothing.Maybe its time for some hardware upgrades
  10. New Antibump smooth feels very cool !! but I still like TangentSmooth -Strong mode more a little bit... anyway ,I'll keep trying it maybe it'll grow on me.
  11. thanx!! note; there is a bug in build12 where splines (e-panel) are drawn away from the clicked points. it is strange it does not happen always, here is screenshot (bug is not specific to build12 it happens in earlier builds too it seem)
  12. for that use Pose tool in Object mode and activate Transform Gizmo inside pose tool....
  13. ...compared to 2D painting apps maybe but I can't think of a better 3D painting app other than Mari (which is missing tons of 3DC features..and now pbr.) Mudbox is very strong performance wize but 3Dcoat has a much richer toolset....
  14. sorry,I thought it would allow us to control the smoothness/harshness of the selection transition, which it hardly does. And as far as using pose tool to do some bevel work i haven't seen any hardsurface work where a user would use it to do bevellings, especially since its so easy to directly do bevels using brushes and E-panel splines....of course,anyone can do whatever they want with it.Its just that at that time when we pushed for having falloff curves I really thought we would be able control bending smoothness with it so I was little disappointed with the weird bevel examples when it was released...
  15. quick/cheap ideas idea1) It was requested a long time ago curves for selection fall off (by me and others at the time)..... You implemented it but it seems this curve allow to do some bevelling and other weird stuff....(nobody needs to do bevelling with pose tool) What I and others wanted was way to make custom smooth transition in selections....even if proxy has still high polycount. Because using Smooth selection is not strong enough...when proxy mesh has medium/high density selection is not even smoothed (which does not allow for good bending for anatomical posing) So what we need is curve control of the selection fall off....you already implemented it but it needs to gives smooth gradient control not harsh steps to do bevelling. Since feature is already implemented and just require some change I guess it count as a "small tweak" instead of a big pose tool overhaul. idea 2) (another old idea from V3 days ) Posibility to save/load selections list that could be switched using up and down arrows(or other keys) (ex of a saved list : Finger1,Finger2,Palm ect...) It would be the same as current save/load selection but instead of saving to file one selection we could save a bunch of those inside one single file and user could switch/navigate among those selections and do some fast efficient posing. Without need to constantly redo selections. Seems like an easy addition too since its already 3/4 implemented.
  16. Nope. Im a "reporter" I can't delete anything. Anyway,I barely go there...Im too lazy.
  17. Andrew,is Voronoi noise planned for PBR texture module in the future?,I think it would be very complementary to current Perlin....
  18. bug: Toggling Paint layers on/off has no effect when Im in render room.
  19. its already there, choose 'compatibility shader' from list in view menu. (desc:This shader is maximally compatible with 4.1 and earlier.)
  20. Well,they dont serve a different purpose....they have the exact same purpose. Also you can paint and visualise clip masks on your model...I dont understand ,it seems you are implying we can't. The only things that are different is they are 1) held on a different layer...(advantage of this is you can mask multiple layers at once using only one mask and any change on the mask will affect all linked layers...regardless of any stacking) 2)they are not compatible with PS. I too think it would be better if they we're held on the same layer even if we would loose advantage mentioned above ,its still better from an organisational point of view i think and its probably the first step too for compatibility with PS. Also Substance Painter works that way too. But since Im really not hindered by the current implementation Im not gonna push for this to happen (but won't bother if it does)
  21. Beta8 bug: if I resize Voxtree too much visibility ( eye icon) disappear.
  22. You can disable this in preferences . I dont understand how anybody can sculpt with this on.
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