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Everything posted by artman

  1. I'm not heavily stressing the latest build..but I don't seem to get crashes so far doing what I do In that sense it feels stable. on another topic: Is there any plan to bring back Antialiasing in new Render engine?
  2. 4.9.09 DX Ok, after further testing with CutOff tool and SoftBooleans I found out that if user define depth by picking from planes using "on plane" mesh corruption and holes are very rare. The issue really rises when user is selecting depth from "depth limit" slider in the E panel. Maybe "Depth limit" should be greyed out when softbooleans are active and "on plane" be activated by default.
  3. 4.9.08 DX/GL Still heavy corruption when using cutoff tool with Softbooleans,I'm not sure if it was under the critical fixes that were adressed so I'm reporting.
  4. still artifacts,holes and mesh corruption when using SoftBooleans with Cutoff tool. Super easy to reproduce just use circle a few times on default sphere. If you are unable to fix I would recommend not including this feature when you release the official build .
  5. Andrew,are you able to reproduce mesh corruption issues with cutoff tool+Soft booleans?
  6. Artifacts/holes issue with Cutoff tool + Soft Booleans, 4.9.01 DX not beta Holes and
  7. In both DX and GL builds I'm having a lot of atifacts,holes when using Soft Booleans and Cutoff tool. Especially when using it multiple times and having bevel subdivision level to anything but zero. It's easily reproducable using the E-panel circle and the Default 3Dcoat head bust. Im using the SL build,I will try the regular one and report. EDIT:same results in regular build.
  8. v4.8.40 SL Soft Booleans from voxtree rmb menu only works if user do booleans using the picker. It does not work using the booleans shortcut while draging volume layers (ctrl,shift ect..) and it does not work when selecting the volume in the list.Actually I thought it didn't work at all until I tried the picker. Btw its really,really cool...especially when combined with the VoxLayer tool and curves. Great addition.
  9. Andrew, there seeem to be extremely messy results when using soft booleans (and maybe booleans in general,I haven't tested) when user is not working on Layer 0. By messy I mean holes and heavy artifacting,remaining chunks of mesh ect... I don't think its necessary for Soft booleans to be compatible with sculpt layers but if it can generate problems when working on anything but layer 0 then it should work on Layer 0 by default. Im using latest SL build.
  10. Those are my sci-ifi brushes.:) Hope you like them. To use them using splines disable "Steady stroke".
  11. There is a gradient mode inside Fill tool. Linear ,Spherical and using custom points.
  12. it seems to only work with a limited amount of primitives (I haven't tested all of them) The button to access the Soft booleans parameters is the little box that looks like a checkbox and has nothing written on it.
  13. Ok,I managed to get Soft booleans working it seems it does not work with the Freeform Primitives and the one that are in the models tabs.only the other kinds. It's very powerfull and fun to use ,is there any plan to add this to all booleans ?(model tab,curves(mesh curves) or even general booleans from voxtree objects) .
  14. Andrew can you briefly explain how Soft booleans work? None of the parameters seems to have any effect when applying operations.Im just testing using default primitives. Also,I found source of camera jump when using Run brush along curve, the issue happens when user(like me) have set camera navigation to "Rotate around last draw point" or "rotate around custom point"
  15. Does anybody knows how the new Soft booleans mode in Primitive tool works? "Apply soft Booleans is checked but any of the Bevel parameters have no effects on applied operation(substract). Btw the soft Booleans button is really hidden it needs to be much more obvious,it looks like a checkbox but it's a button...and there is nothing written on it ;). (im using latest SL beta build 4.8.39)
  16. 4.8.38-SL (GL64 and DX) Bug;Whenever I hit apply when running brush along curve (either using old curves or new curves) I get a big jump in camera zoom. The curve stroke is applied correctly in space but the camera jump is extremely annoying especially when you need to apply strokes multiple times, Can anyone test and confirm? thx
  17. no I don't know that ahaha...I thought it was just some changes to the Merge tool import features and export from file menu. But you're right it probably implies bigger changes under the hood.
  18. lol no I never talked about going" all quads" I Im talking about importing a mesh to sculpt and preserve its original topology. For animation where you've decided you wanted tris and where you wanted quads is important . By "used in the industry" I mean to sculpt layers to import blendshapes and morphs in your animation software on your original need to preserve vertex order to do that. Also conforming when changes are big IS a nightmare. (ex:poses with changed finger positions). As I first said the artistic/designing aspect of what sculpt layers are used for is very solid :).
  19. Wow,it really works well !!! The "artistic" aspect of it for sculpting is solid but the "pipeline" aspect of what sculpt layers are mostly used in the industry even in 2018 is not usable right now because 1) 3coat does not preserve vertex order and triangulate the whole mesh on import in Surface mode 2)it destroy UVS 3)there is not way to go up and down subdivision levels (proxy mode changes topology we need basic up/down catmull subd)
  20. 1)Geometry menu-Proxy Method-Decimate 4X 2)RemoveStretching is for building up your volume (in my workflow it almost completely replace Voxel usage.) You dont need it to make macrochanges ,your 1.3 million poly sculpt can probably be posed/ tweaked alright unless your are planning some extreme changes like using the Move tool to stretch some giant appendage out of your character. Playing with proportions is not really destructive to details ...
  21. yeah exactly,choose a decimated or degraded proxy mode (4x) and you should be able to do moving/posing of large areas comfortablly. You will have to redo your frozen selections tough I think ...
  22. Do your macro modifications in proxy will have access to all surface mode tools on a lower-resolution proxy model ,all your changes are gonna be transferred to your 1.3 mill mesh without loss of details in the Liveclay areas. Do not convert a Liveclay detailed models back to voxels. Voxels are to build the global form of your sculpt and do your booleans and stuff like that..(although you can do booleans in surface mode without altering your Liveclay detailing but generally SF mode booleans are more heavy calculation) What are the macro modifications you have in mind? Im pretty sure you can do them in SF mode, most voxels tools have SF/Liveclay counterparts...
  23. Andrew would it be possible to have the Lamblight shader back in latest builds even tough it is a new shader system or is it vey hard to convert? New shaders are very good for texturing I think but I have a hard time making even one good shader for rendering unpainted sculpts. I tried various matcaps based on Lamblight or just fiddling around the clay and skin shaders to get the same look but it never really reach that look/finish. Lamblight looks very special with Light scattering when tweaked properly.... Thanx.
  24. actually the ones in the default install are mostly older...or seem mixed with older ones.I always remove them anyway as Im still using only the ones attached here.. I dont really need to update them for the same reasons DamStandard brush in Zb is the same since like 5 years.... What I could do tough is make new ones for different purposes/effects but I do better work when not bouncing between a gazillion brushes and I dont really want to spend time making new ones as it was a pretty tedious process....what is truly missing is Fx brushes like cracks and stiches ect...and anyone can make those with a few good alphas and fiddling with spacing values...I just wanted to have good core brushes for flattening/polishing/blocking and sharpening.