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artman

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Posts posted by artman

  1. I just did a really quick rough and ready test Artman, I used the complete Mannequin figure at about 6.5 mill , antibump at 10 dia , frame rate went to about 30 and the brush went slightly jerky. But I found this acceptable for me .Made the brush 3 and it performed fine. My computer is about 7 years old ( dont laugh) Quad core , and an old nvidia card from then. Your hardware sounds like a Hal 9000 compared to mine! Maybe it isnt that? 

     

    Been lovin' your "trim" tool this week by the way Artman!  And 3dCoats been performing great, only a couple of stumbles . I've been doing my biggest ever "build"  and I keep expecting it to fall over . But I think I will need to split up the scene when I start doin' the colouring in!

    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) . 

  2. Where is this Antibump to be found? o there, in the topmenu sorry.

    There are smoothes ( smoothies?) allover now.

    There is only one real antibump that always works even on the worst maltreated topology and that is voxelize/smooth and back to surface mode.

    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....

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  3. 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).

  4. Thanks to you and all community that you like Anti bump!

    Actually it is most complex brush in 3D-Coat in technical aspect. Even if it was done just for less than 1 day there was more than year of slow thinking about algorithm.

    For deep understanding - there are several layers of action in the tool

    1) Tangent smooth

    2) Regular smooth

    3) Interpolation of surface flow from the edges to the center

    Relative weight of (1) and (3) grows with pen pressure, weight of (2) decreases with pen pressure.

    It tries to keep surface shape in general and fade all small details.

    is it affected by Cuda  boost?  

  5.  Perhaps someone like Artman can work his magic again, this time for some good smoothing brushes.

    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 :)

  6. 4.5 BETA12

    - Important!! AntiBump smoothing method done (see smoothing dropdown list). It allows to achieve ideally smooth surface even if some high - frequency details drawn.

    - Fill tool parameters extended in gradient mode. Numerical input, xyz aligning, swapping, flipping - http://bit.ly/1J7eDKN

    - Invert mirror works correctly in retopo room

    - Panorama manager included into navi panel

    - Fixed set of instabilities related to UI

    - Tapering angle in Undercuts/bas-relief

    - Size of SPACE menu decreased twice.

    - Unnecessary and cluttering hotheys in left menu hidden.

    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)

    post-1195-0-16637300-1423854116_thumb.jp

  7. Something I always wanted to ask: does the transform tool (sculpt room) work with symmetry? Meaning: when I have a symmetrical object with disconnected elements (e.g. two separate, symmetrical shoes of a character mirrored in X), is it possible to use the transform tool on one of the elements and have the other, mirrored element transform in a mirrored fashion?

     

    Right now, even when symmetry is activated, both elements would move in a non-mirrored fashion, e.g. both in +X.

     

    I would want one element to move in +X, the other one in -X (as is the case when using other tools like the Adjust -> Move tool).

     

    If you know what I mean... 

    for that use Pose tool in Object mode and activate Transform Gizmo inside pose tool....

  8. Those Curve Profiles were just meant to allow the user more control of the fallow curve at the end of a selection...rather than 3D Coat just assign an arbitrary S curve. Some members asked how to create bevels in the Sculpt room, so a few techniques were demonstrated. That doesn't mean the Pose Tool Falloff curves were created for beveling. And which tool or technique one uses to create bevels in 3D Coat is entirely up the individual, so how can you speak for others and claim "nobody uses the Pose tool for creating bevels?" Maybe you don't. But others may. After all, the Pose Tool is 3D Coat's primary modeling/deformation tool, not simply for Posing.

     

    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...

  9. Ok, I may pay serious attention on Pose tool to be used easily for anatimical posing, but seems can't start big changes there.... I am trying to do only small tweaks.

    But if you have idea how to make small and easy change that will do life 3x easier - I will gladly do that right now.

    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.

  10. RabenWulf, on 04 Jan 2015 - 6:02 PM, said:snapback.png

    Andrew's answer to RabenWult question "This is known problem and 4.5. will not be released without solving this."

     

    @alvordr... I hope this means that there will be upon loading 3DC the ability to choose the PBR style or the older style of working. I enjoy PBR very much and am glad Andrew is developing it but not everything in 3D needs PBR hence the need to swtich between both modes.

    its already there, choose 'compatibility shader' from list in view menu.

    (desc:This shader is maximally compatible with 4.1 and earlier.)

  11. I could make a Feature Request but I'd first like to hear everyone's thoughts on this:

     

    How do you feel about the current mask functionality, do you think it's adequate? Personally, I'd like it to work like Photoshop, having a b/w mask on a layer that you can paint on (and visualise on the model!).

    It's clearer, and it's compatible with Photoshop.

    Clip layers don't really do it for me (they serve a different purpose).

    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)

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