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Posts posted by artman
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Not talking about creaseclay. Rapid2 and most likely a handful of others.
I really dont understand what you are talking about,I can make rapid2 brush build strokes crazy high if I want to...(not sure that would be of any use anyway...) what i mean is I dont understand : 100%brushpressure= no raise...
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Btw, 100% pressure= no buildup nor raise.
extrusion modulator controls raise....just crank it.
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Too bad creaseclay needs more than 100% depth to be of any use...
euh what??
I got it at a 30% depth and at 100% it sucks mesh in like a vacuum...
Sometimes Im wondering how is it that everybody get so different results.
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Using LC at about 300% depth and a brush shape you can see in the screen cap I layer clay on a sphere until I have a huge mess.
With Powerful Smoothing I start to clean it up.
Goes well until one tiny area stops being effected by Powerful Smoothing, so I go to fillholes, closehole, regular smooth, nothing helps. See 3dcoat_dimple.jpg
Next I return to LC and build up the area so I can attack the dimple from a different angle figuring that might help.
While it is fainter, it is still there. See 3dcoat_dimple2.jpg
Looked at in wireframe you can see the subsurface structure in black - the pore
If I go inside the mesh and Power Smooth this internal object I can make it disappear.
...ok,300% depth...
If I try 300% depth the mesh build up like crazy...I mean real crazy..unusable crazy.
What happens if you sculpt at lets say....98%.? Can you reproduce issue,
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Don't know if this pertains to the beta, but when using LC I sometimes get dimples and sometimes they are like pimples. Smoothing, fillhole, closeholes, nothing works. In wireframe view I see that there is a spike of geometry inside the object. You can reproduce by using a deep LC brush and quick drawn layers of LC on top of each other on a sphere. I can't remove them with external strokes, but I can by using smooth internally. This goes for 12E too, though fixing some of them externally has been better with each successive update.
I am not able to reproduce yet after 2 hours of heavy sculpting on a sphere in 12E.
Im "using a deep LC brush and quick drawn layers of LC on top of each other on a sphere" like you wrote.
Can you elaborate a little:
Which brushes used?
How much depth used,detail value ect...
Screenshot would be nice.
thanx
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-"powerful smoothing" issue seems really fixed in 12E
but after further testing it seems mesh corruption when getting back from proxy mode(decimated) is not.
To reproduce:
1-open attached file proxy corruption.zip
2-Go in proxy mode (decimated 4x)
3-Tweak with Move brush
4-Return from proxy mode....now you should see result like image above.
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Are you still able to reproduce it in 12D?
Yes,very easily and pretty quickly...but I am not able to find EXACT steps.It involves undoing,brushing and changing brushes presets.
The way it samples resolution for averaging seem to somehow get corrupted.
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I was not able to reproduce several reported issues, so please check. What I can't reproduce:
- getting from proxy destroys mesh integrity
I think changes you made to proxy mode solved this in 12D...I cant reproduce anymore.
After quite a lot of torture mesh seems to come back clean from proxy mode.
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as far as LC/RS goes 12D really seems to be the fastest ,cleanest 3Dcoat build ever.
Needs to be confirmed by other users ...but I really think you and Raul really stabilized the sculpting side of LC/RS to a very solid state.
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I was not able to reproduce several reported issues, so please check. What I can't reproduce:
- supersmooth collapses all into single point
Its hard to reproduce but i can get it always in approx 2minutes.
It has something to do with undos and changing brushes.
What is strange is once it starts it wont stop doing this until I exit 3DCoat.
(even loading another file will keep issue alive)
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Updated to 4.0.12D. Changes:
- getting from proxy destroys mesh integrity
I"m attaching file, maybe it will help.
Issue has to do with LC/RS Im almost sure,
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-Parts of mesh hidden using Surf Hide tool are still affected by Move brush and possibly other brushes.
also completely different topic; Cut off tool rocks in build12C!!...really first time I am not afraid to use it.
Nasty bugs were definitely fixed!
But sometimes it will complete cutting operation even after self-intersection warning,leading to not so ideal mesh with open holes :
about booleans/cutting in SFmode:
I think (and its solely my opinion) that you aimed too much for high quality booleans ...
Personally I would much rather have less quality booleans that works 100% of times in any situations than superquality booleans.
Maybe one day you could introduce a simpler version within sF mode if you get inspiration.
Of course the operands need to not loose quality but the surface resulting from the boolean itself
does not need to be of absolute crispness imo. Although having best of both worlds would be great.
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Regarding CleanClay uber collapse...can you explain me better what happen?
well I haven't try cleanclay per say,its "Powerful smoothing" that is activated in top ui;
usually it acts by combining averaging(sampled at start of stroke)+ some smoothing.
But now it just seems to act as a very destructive reduce brush.
Nothing special happened; I just sculpted using LC/RS and then I used Shift with "powerful smoothing" set to it.
Result is what you see in picture.
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Artman we spotted the cause of those ugly vertices...it is a valence issue. So it will be solved quickly
Yay!!!
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So this looks right to you?
As I wrote I dont experience this on my side.
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Is it just me or is the curves tool completely broken during these last few betas? I can't get anything but a very thin line, no matter how huge the points of the curve are. Well, that's not exactly true...I can make the tubes a bit larger in certain areas, but the points have to be super mongo huge to get that result.
Works fine on my side.
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Big Thanx and have safe trip home!!
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Here is another example of very nasty RS behavior on Default male bust side head.
Its really like some weird snapping because if I relax the topology i can see eveyrthing is ok,topology is nice ,its just that vertices
seem to be jumping/snapping for no reasons out of their way.When they jump inside the mesh it becomes a bump that is impossible to smooth,but most of the times they will only jump across the surface and not inside mesh.
( I tried various things like :various falloff values,disable rotate along stroke,change normal sampling values...to no avail.)
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-Speed is very good.
-Still issue with RS and rapid creating jumping/weird snapping topology on default male bust side head.
Sometimes jumping vertice even jump inside the mesh.
-Smoothing with Shift key while using a RS enabled brush will result in RS action after smoothing...not sure it is ideal or wanted.
-Powerful smoothing is still broken and act like a crazy reduce tool on my side.
-Here is picture of explosion using proxy mode (decimated) doing some changes with move brush on a LC sculptedmesh.
-also Proxy mode (degraded) gives very low polycounts that do not correspond to 2x,4X ect proportions...
Edit: also considering the only users who seemed to request for more resolution using RS were myself and JoseConseco...I guess slider to increase res in RS is probably not vital as a feature at the moment as the most majoriy of users prefered the older resolution better.Also more important issues/bugs seem to be still present.
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This is likely just semantics, but I feel that a stable version means everything works as intended without crashing,
Issues that generate crashes are most of the times fixed in priority by Andrew above anything else.(unless he is not able to reproduce.)
Please specify which crashing issues in current stable build you are referring to.
Thanx.
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Well that's true if the code base between rooms is too intertwined instead of more modular, or if he hired poor programmers (any programmer who needs to rely on others to fix their mistakes shouldn't be hired). Of course, if the reason he said that is because he would hire them in bursts and then stop paying them before they finished fixing any bugs they created to save on funds, that's a whole other deal.
No,I think 3DCoat is just pretty complex piece of software....I think he would need to fix bug of even very good programmers.
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Andrew does need help, no doubt about that. Ideally there would be one dev per room so no matter what part of the app a user cares about they know it'll get updates regularly. But realistically it seems 3DC doesn't sell well enough for that to happen. And raising the price could result in even fewer copies being sold offsetting any benefit.
Andrew said it was difficult to hire other programmers because he would end up fixing the bugs of others...so what he really needs is not more help,but clones of himself . He also talked about making 3DCoat partially open-source at some point but it was hypothetical I think....About raising price:I hardly think that would help imo...it would be really kill 3DC I think. Price is one of the few things that really get some people onboard that would totally turn to ZB/MB if they were less expensive.
What is missing here is rock solid stability (being worked on as we speak) and powerful showcasing..
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If you need more than the basic tool set of 3DC, then upgrade to ZB, MB or Mari.
Well MB is much more basic than 3DCoat when it comes to sculpting,and painting....features for features.
V4.1 BETA (experimental 4.1.17D)
in New Releases, Bugs Reports & Development Discussion
Posted
Do I have to stop observing when the mesh explode in my face,I dont understand....there is clearly a raise here...