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  1. @Andrew Shpagin Is AngelScript's split method of the string data type implemented in 3D Coat 2021? I keep on getting: My current code: Vox v; const string s = v.names(); array<string> lrs = s.split(','); I think I'm misinterpreting the definition of this method, as it seems to be using AS object handle (@), which I'm not familiar with: array<string>@ split(const string &in delimiter) const Could you please provide an example of how this method is supposed to be used?
  2. Try this: / This function should be called before you call any of modal dialogs // function if you want to press button number ButtonIndex // (first button is 1, second is 2). void PressInNextModalDialogs(int ButtonIndex); // For example, if you have Yes and No buttons and you call // PressInNextDialogs(1) before showing dialog then Yes will be // pressed automatically. // You should call PressInNextDialogs(-1) to stop automatical // pressing of buttons. Source: https://pilgway.com/files/scriptdocs/ABuildDialogs.html You would probably have to insert this at the end of your decimation dialog callback function. Otherwise it would press buttons in the decimation dialog.
  3. @Carlosan Have you tried scripts from GitHub? They are much more up to date than those uploaded here. I just checked this particular one and it works. At least in 3DC 4.9.15, which I currently have installed.
  4. Thanks for the info, @Allabulle. Lack of information ultimately leads to speculation and gives birth to gossip, so for a brief moment I had suspicions that Linux builds might have been silently dropped. Especially, if to consider that the last time we saw any news about them was on summer this year. It's good to hear that they will soon be resumed, but I hope it will happen sometime next year. Working with 3DC via Wine is quite cumbersome. @SERGYI, I would greatly appreciate if the new build could respect XDG Base Directory Specification. Having to define COAT_FILES_PATH environment variable feels awkward, especially when it doesn't stop 3D Coat from creating strange directories inside the root of $HOME each time the program is launched. 3D Coat also likes to change file permissions of COAT_FILES_PATH to 777, which is something that shouldn't happen. Please give these two things a thought.
  5. Hey, thanks for the info @SERGYI. I was on vacation for almost a month, away from technology, reloading my batteries a bit. That's why I'm replying with such a long delay. It's great to hear that something is happening, though I pity that I don't have a 3DConnexion device to test things up. It would be fantastic if you could drop us, GNU/Linux users, an info from time to time about the progress, no matter if it's significant or not. You can bet that we would appreciate it. Cheers.
  6. I second the requests of my fellow GNU/Linux colleagues. Please update us on the progress.
  7. Are there any (slow-paced ) videos of subdiv hard-surface modeling with this asset? With a comment on which areas this asset shines in and what are some of its drawbacks to be aware of?
  8. For some time now I was thinking about switching to an AMD card, because of how that company is more open to a thought of liberating their drivers than Nvidia is, so I'm interested in your experience too. Especially if you tried one of their recent cards in Houdini.
  9. Just perform standard texture baking of your highpoly detailed sculpture into a sphere that has equirectangular uvs. I'm not sure if it won't reintroduce texture distortion at the poles though.
  10. I usually, at the start of the project, import a reference box of 1m x 1m x 1m for calibration measures. In the import tool I reset scale and axis and observe if my mesh is to small or too large to work with. If one of these are true, in my DCC program I multiply the scale of the object in increments of 10 or 100 or 1000, whatever brings best results in 3D Coat, and export it again. 3D Coat does offer us a chance to remember transforms we did to the imported mesh and allows to specify a precise scale of the imported object in percents (why not -0..1+?) and reverts them on export (that is, if we clicked "Yes" to the "This is the first time you have tried to import and object..." modal window) Scaling is stored in Geometry->Edit Scene Scale, but somehow I always found it too cumbersome to work with. On object reimport I divide the mesh by the same factor. I use Houdini 90% of the time, so rescaling before export and after import is merely a matter of configuring xform nodes with appropriate scale values in order for rescaling to happen automatically. This effectively brings it to a one-click operation - "reload file". PS. Offtopic stuff, but if someone of Blender Gurus knows a way to reload a geo file that is already loaded in .blend file, please do let me know. Many times I had everything set up for EEVEE rendering, with just a single mesh passing through multiple iterations, and all of the data bound to it was lost upon reimport. Shaders, modifiers, transforms, etc. while I'd only like to update its geometry.
  11. A valid question. The only difference is that the method above is UV agnostic and in theory should work with any convex mesh, whatever its uvs may be. But if you have an icosphere with polar coordinates that fit the displacement map nicely, there's no reason not to use it. How and what are you importing to 3DC? My guess is that it solely depends on your hardware. Memory footprint of a mesh that is supposed to be mapped 1:1 in vertex-to-displacement-map-pixel ratio, can be significant. Especially if we're talking about 16x8k displacement map. If you need to do some close-ups of a specific area (do you?), why not cheat your way out by using a separate mesh for that zoomed-in shot and leave the rest of the moon lowres or not import it at all? This way you could import just a fraction of the moon to 3DC for detail sculpting, and then combine it with the rest of the celestial body in your main DCC software down the stream.
  12. Your baked lightmap becomes the new height map. You then use the displace modifier to bake it into the mesh before exporting to 3DC. With icosphere's topology, you won't have to worry about pinching on the poles. Make sure to vertically flip your original height map before baking it into lightmap texture because otherwise it will end up inverted (due to how refraction works). Also, set Glass BSDF IOR to 0. Some screenshots of the procedure: You can compare the displacement result to this photograph: https://en.wikipedia.org/wiki/Ceres_(dwarf_planet)#/media/File:PIA19310-Ceres-DwarfPlanet-20150225.jpg Cheers PS. Andrew Price has a good video on lightmap baking in Cycles: https://www.youtube.com/watch?v=sB09T--_ZvU
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