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Przemas

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Posts posted by Przemas

  1. Super excited by the mould tool. Will take me a while before I'll be able to test it (as my main workstation is Linux only), but if it works as it should this will be a game changer.

    Had a chance to take a peek at new version - I was pleasantly surprised to see that default vp settings in sculpt room are better than before, better suited for sculpting. Not a fan of new icons and the interface still looks crowded and a tad messy. But I'm extremely happy to see that UI is much more customizable now - definitely a good direction and when final release is out I'll definitely spend some time working on my own "rooms".
    In general this quick peek I had was quite positive - didn't encounter any issues I got while using latest v4 builds.

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  2. the trick is to understand how voxels work (v next to layer name). It is a 3d grid with uniformly sized "cells". So to get the finest quality you need to crank up voxel density prior to voxelizing your mesh object.

    When it voxel mode fill all air pocket and other things that can cause issues, then turn your model into mesh again (you should get "s" next to layer name) then decimate to reasonable value. There's no single "correct" value - all depends on model scale and what your machine (3d printer / mill etc) can handle. You should aim to get as few polygons as possible - but enough to retain all the features you need.

    For me voxels are one of the main reasons I have 3D Coat in my arsenal. It allows me to fix files that would be a major pita otherwise.

  3. On 7/19/2019 at 7:14 PM, SERGYI said:

    Recently I am working on problems with "3DCoat" under macOS. But under Linux Ubuntu 19.04 I have built our standalone standard pen pressure test http://pilgway.com/~sergyi/TEST STROKE/TEST STROKE.tar.xz (run from Terminal) and have started to investigate "3Dconnexion" support using http://spacenav.sourceforge.net/

    as others I'm looking forward for the updated Linux build - some of the features (like improved booleans) would come in handy in my workflow.

    If you can top it off with 3dConnexion support all the more awesome.

  4. not my intention pbowmar - I'm just trying to point to a solution that at the very least will please SOME users, rather than relying on one that won't please the ones you're talking about (if WINE is ok - I still fail to see why appimages / flatpaks that would bundle wine and 3dc would be a bad choice, studios would still have an option to do WINE stuff manually) and would be a hassle for the rest :) .

    As said I have no clue how much of a percentage of total 3DC sales studios that need to follow AMPAS make.

    P.S. Got any link to AMPAS certification standards? Curious about those...

    @ajz3d I'm not saying WINE is ok - check my post. I'd definitely prefer good native version. But as members of Pilgway team mentioned Linux builds have been dropped for the time being and direct us to use WINE I'm trying to make the best of the situation.

  5. 1 hour ago, pbowmar said:

    Nope, that won't pass professional security requirements. OK for home use, but not at a studio.

    ... yeah, because WINE will ;) , c'mon...

    But apart from that (WINE not a solution if we take your strict standards), but what's the problem with Appimages? They can be sandboxed etc.

    If you go Flatpak way you get even more security - and some extra benefits when it comes to "unbundling" your app from the libraries (but with a price - you need to get into its architecture and from what I hear harder to set up). Both solutions IMO way better that asking us to set up WINE.

    Side note - I run a small workshop and wouldn't have any issues running Appimage / Flatpak. My guess is for huge chunk of users it wouldn't be a problem as well (don't know sales data so it is wild guess). If it is a problem for a given studio... simply don't use it... Go manual WINE etc route we're directed towards at this point of time.

  6. On 1/25/2019 at 10:42 PM, AbnRanger said:

    Sergi mentioned about a page or two before this one, that they stopped regular Linux builds months ago because several users were telling them 3DCoat was performing much better on the Windows emulator than the standard Linux OS build. He mentioned they will look to resume them at some point under Ubuntu.

    ouch... so if it is running better under Wine my suggestion is to package  3DCoat+preconfigured WINE as an Appimage. This way we'll get well performing application that will run easily on almost any modern distro (with Appimage / Flatpaks you can bundle all required libs along and those will get used instead of system ones).

    https://appimage.org/

    On top of that it will make it easy to handle desktop integration (shortcuts, icons and so on).

  7. on Linux with Gnome 3.26.2 and Nvidia  410.78 (GTX 980) realtime render is broken. Does not refresh correctly and makes other windows stuck (for example if you play a video in your web browser you don't see the actual progress of the video, but you can hear audio working normally - as soon as you stop realtime preview the "state" catches up).

    Tried on Xfce and there it works as it should.

  8. sorry for not getting back sooner.

    On my end I didn't see any bugs in the log. And here's the interesting part - after trying to make it work for an hour or so I gave up and removed the applink. To my surprise when I launched 3DC a bit later it started with a mesh I've wanted to transfer via applink.

    So it seems I might have given up too early - I'll try to make it work again in a near future. It would come in handy as I've started using 3DC a bit more recently and a way to quickly move models between 3DC and Modo would come in handy.
    In a future I hope that Foundry will open up a method they use for Unreal a bit and also hope 3DC would be able to use such option - of course if it will mean we'll get transfers from app to an app faster and more reliable ;) .

  9. it's not doing anything on my end too :(  . I'm on 12.1v1 (Linux version).

    Clicking buttons does nothing except a minor blink of the menu.

    I've set 3d Coat path and exchange folder path. Is there a way to change "User docs path" , "Modo project dir" and "Modo 3D Coat dir"? I'd like to use my own as those do not take into account locales (so I'm getting Documents directory, while in my locale it should be Dokumenty instead).

  10. I'm wondering whether 3DCoat Printing has STL file repair functionality similar to Netfabb or Magics?

    The dongle for my license of Netfabb is failing and I've started researching my options. It looks a tad grim - both Netfabb or Magics are available now as regular products (subscription only) and there are almost no alternatives.

    The only one I found is LimitState:FIX. But it seems extremely limited compared to Netfabb for example (lack of booleans , arranging on build platform etc).

    Would love to see 3DC-P as an alternative, as I'm already using full 3DC for file fixing in very tricky situations. It would have to mimick a tad workflow found in Netfabb / Magics though (STL repair room?) which does what is says - concentrates on fixing and arranging the models in a very agnostic way (at first look it seems 3DC-P is closer to Cura etc and aims FDM printing - and for example in my workshop we don't use FDM at all as the quality is not good enough).

  11. On 21.03.2018 at 11:14 PM, digman said:

    FYI. A model will not appear in the uv room till you bake from the retopo room to the paint room. 

     

    thx guys, in the end I got it working. But this part of the workflow makes no sense to me - I don't want to bake anything until I got all my UVs clean and sorted out in the uv room.

  12. I'm trying to use 3DCoat to render turntables and I'm hitting some annoying limitations.

    First of all - how do you set rotation center? Is it fixed at world/item center? There's no visual cue.

    Secondly - output path. When I set 3DC to saving image sequence I can't specify folder outside "RenderedImages" folder (also can't specify naming scheme pattern). Pretty annoying. Is there any way around that?

  13. Can anyone hel me out how the heck I apply the retopoed (and uved mesh) so it is visible in uv and paint rooms?

    So what I did is to load a hi res mesh for sculpting - I see it in vox tree in the sculpt room. Then I clicked file -> import -> import retopo mesh . I've chosen a previously retopoed (and uved mesh) from a separate file. It loaded and it switched me to retopo room. I hit apply and I see the low res in the retopo toom (and in retopo objects I see it as a layer named "uved").

    But when I switch to uv or paint room I don't see it. What am I missing / doing wrong? I find it extremely counter intuitive.

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