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artman

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Posts posted by artman

  1.  

    Hi! Please try this update/fix (for 3DCoat 4.5.09 x64 only):

     

    * Fixed black result problems;
    * Optimized videomemory for per-vertex AO mode;
    * OpenCL initialization use only latest dll from Khronos Group.
    (The results currently can be white if deficiency of videomemory, I will try to fix this problem soon.)
     
    Thanks for testing!

     

    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. I've just been using the segmented mannequin.......whats with the wacky symmetry on this?   I posed all the segments into a vaguely chimp shape in a pose. Then when I tried to adjust the segments with the move tool to fill the gaps on the arm and legs , the opposite segment moves as well ....even If i turn off sym. Anyone get this.

    I'm using the .05 update because .08 seemed a bit stop start with the brushes. But then again so it seems is .05.

    Might try .09.

    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'.

  3.  

    Well, I try to optimize the use of video memory in the near future.
    Maybe tomorrow I upload update.

     

    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. :)

  4. I downgraded a voxels layer and then merged a load of objects into the layer.

    When i click the button to restore the downgraded volume, all the objects i placed/merged into the layer are gone, while any changes to the original mesh of that layer are kept.

    Is there a way round this?

    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....

  5. Thus far, it's working pretty well, here. I still use a GTX 580 3GB, and the Robot model renders in about 10-15sec. Maybe delete the config files or just Options.xml > then copy the files Carrots linked to. Some file is buggered up somewhere.

    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....

  6. I installed the latest Nvidia driver (353.62) the day before this new fix came out. Have you tried that, yet?

    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? 

  7. Hi, my name is Vladimir, I develop AO for 3DCoat.

     

    Please download this update and unzip to installation folder, replacing all files and try select OpenCL again.

    Win64: https://drive.google.com/open?id=0B2DibXAfdFRaRUF0VTh4b2pfQzA

    Win32: https://drive.google.com/open?id=0B2DibXAfdFRaWHdxX2ptMmNTdW8

     

    This update has fixed initialize OpenCL and added messages about the failures.

     

    Thank you for testing the latest changes!

    Error message says "Can't get numbers of OpenCL platforms".

  8. Tried it and no joy.

     

    143833329080.jpg

    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..

  9.  Plus, dDo does have SSS and it is a competitor in the PBR texture painting market. 

    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....

    • Like 1
  10.  

    You need sss everywhere that isn't full solid with large thickness.

    Think clothes, skin. If you do character, pbr only is usefull for accessories.  :/

    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....

  11. And that's why I hate Allegorithmic, even if I have friends working there: all their tools are geared toward human made materials. And it sucks.

    All they have to show is hard surface textures and procedural concrete-like texture :/

    Sure they do it well, but it seems this generation of games is all about super shiny chromy metals...

    Reminds me of the overdone specular days back when normal mapping was being adopted by the industry...

    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...

  12. Updated to 4.5.04

    - Auto retopology quality improved. Still does not like too much guides.

    - very important problem of snapping retopo vertices to back faces of retopo mesh fixed.

    - Indenting in paint curve tool with CTRL recovered

    - Fixed problem with unweld vertices in SymmCopy command in surface mode.

    - Fixed a lot of problems of automapping over very complex objects. It is important for AO/light maps over levels/complex objects.

    - Old-style quadrangulation restored as is for those who liked it.

    - Flat subdivision in "Import" tool for facetng.

    - Scrpting got major update, classes Mat4, Vec3 introduced, first functions to use them - SetCurVolumeTransform, GetCurVolumeTransform

    - Retopo room: single tweaked point always snaps to visible surface and vever dives into surface.

    - Fixed problem of leaking projection from potoshop to backgliund layer if distance between layers is small.

    For some time I was in vacation, also qudrangulation experiments took some time, so

    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)

  13. I have supported Andrew with an industry model that is just impossible to be autopologized in the current version of 3D-Coat (4.5.03).

     

    His new routine did it just by a click! No guides used, just the default settings! And the result has a very good topoflow. Not perfect yet but not comparable with the first routine too. I guess 99% of the existing models will work very well with the new routine.

     

    I can't show the test results here, because of NDA. But the new routine will be a real milestone for 3D-Coat users I promise.

     

    Stay tuned...

     

    Best wishes

    Chris

    how does it compare with zremesher?

    • Like 1
  14. One thing I'd like to see in a future build if possible, if the auto-seams in the Retopo room could be less messy on curved objects.  Sometimes I have a rather complex object that I don't care what the seems look like, such as a 3D scan, and while I don't care it would be nice if I didn't have a million single polygon islands. Perhaps a rule cold be set so that there are no islands with fewer than, 20 polys or something.

    sometimes using angle method with wide angles gives nice result on more organic meshes.

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