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ebitz

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    OS: Pop!_OS 22.04 LTS x86_64
    Kernel: 6.0.12-76060006-generic
    CPU: AMD Ryzen 9 5900X
    GPU: NVIDIA GeForce RTX 3080

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  1. On linux. Multiresolution causing interpenatrating faces and vertices after "Add Bottom Level". Create a standard cube or any mesh. From multi-resolution choose "Add Bottom Level". Result.
  2. Both Images are from "Baking into Scene (microvertex) and Retopo->Microvertex (no baking). All with 1 or 2 subdivisions in dialog. Nothing with PPP. None of the baking options for microvetex are baking correctly from the retopo room. Meshes should be smooth without these hard normals. This is happening in Windows as well. Forgive my frustration. Since when are these options used for an obscure operation like parallax. Even if it used for something like "Parallax" these results cant be good for that either. This is a workflow of 3DCoat is it not? Baking and painting displacement. It is very misleading to say you can bake displacement but now its used for a parallax workflow. I've used this workflow before without any problems. Can we at least get it working for the other baking options besides PPP? Seems to work as it should for "Industry Tuts" and the official youtube channel. Nowhere does anyone mention "Parallax". I do appreciate everyone on the team and your massive efforts, but from my point of view, it just seems like no one wants to address it. Baking should be one of the pillars of any 3d application. Thanks again for your time Carlosan. I know you are very involved with the community.
  3. @CarlosanHey, I know you have responded to this before, but the baking displacement is still giving poor results. Hardened normals result when baking. Steps: 1. From Startup menu choose Bust. Merge sub-tree so it is one voxel mesh. Turn on symmetry x axis. Autopo mesh. In retopo room unwrap uvs or auto uv. Bake menu choose "Bake w/per pixel painting w/ displacement". Set scan depth settings accordingly. Import Object for perpixel dialog, set to blender, add initial subdiv, keep UV, no smoothing. set texture sizes. Result in paint room is hard edges on normal map in texture editor and on model. These results are both with per pixel w/displacement and flat displacement from bake menu in retopo room. Expected result is a smooth mesh with displacement. Linux version 2022.55 OS: Pop!_OS 22.04 LTS x86_64 (based on Ubuntu) AMD Ryzen 9 5900X (24) @ 3.700GH NVIDIA GeForce RTX 3080 12GB Driver 525.78.01
  4. On a fresh OS, still getting the same error. Dont think this error is from the user end. Version .55 opens and runs fine.
  5. @SERGYINew Linux Build .57 crash on startup. Something to do with Python. Could not find platform independent libraries <prefix> Could not find platform dependent libraries <exec_prefix> Consider setting $PYTHONHOME to <prefix>[:<exec_prefix>] Python path configuration: PYTHONHOME = (not set) PYTHONPATH = (not set) program name = 'python3' isolated = 0 environment = 1 user site = 1 import site = 1 sys._base_executable = '/usr/bin/python3' sys.base_prefix = '/usr' sys.base_exec_prefix = '/usr' sys.executable = '/usr/bin/python3' sys.prefix = '/usr' sys.exec_prefix = '/usr' sys.path = [ '/usr/lib/python38.zip', '/usr/lib/python3.8', '/usr/lib/lib-dynload', ] Fatal Python error: init_fs_encoding: failed to get the Python codec of the filesystem encoding Python runtime state: core initialized ModuleNotFoundError: No module named 'encodings' Current thread 0x00007f586f6f5000 (most recent call first): <no Python frame>
  6. Sometimes if you delete the "3DCoat" and "3DCoatV4" folders in your /home/Documents folder, which 3DCoat automatically generates on initial run of the program, will solve some problems with the development builds. May be a good place to start. You will lose your preferences and any user level changes you made. Recommended just renaming the afore mentioned files with something different like "3DCoat_old" or "3DCoatV4_old" and run the app again so 3DCoat generates new files and you don't lose your prefs. If it starts behaving normally then you know the issue was somewhere in the files you renamed.
  7. @CarlosanHey Carlosan, I don't Understand. 3DCoat does bake displacement. Does it not? We can export Displacement Maps. These hard edges don't seem to be in the two videos below.
  8. @Andrew ShpaginHey Andrew. Still getting baking errors with displacement in .56. It seems to bake with hard/sharp edges. No edges marked sharp on retopo mesh when baking. No issues with Normal map baking. Seems to be present in older versions as well. File attached. Default male head in scene, autotopo'd, automapped, baked w/ perpixel displacement. Hard edges following mesh/edges. Using hard normals instead of smooth normals? On windows as well as linux. All drivers are up to date and so is system.
  9. @Andrew ShpaginHey Andrew. Still getting baking errors with displacement in .56. It seems to bake with hard/sharp edges. No edges marked sharp on retopo mesh when baking. No issues with Normal map baking. Seems to be present in older versions as well. File attached. Default male head in scene, autotopo'd, automapped, baked w/ perpixel displacement. Hard edges following mesh/edges. Using hard normals instead of smooth normals? On windows as well as linux. All drivers are up to date and so is system. Displacement_Test.3b
  10. Thanks for that walk-thru Allabulle. It works. I tend to just use MenuLibre to create my .desktop files. You can set the startup windowclass from there as well. As always there are multiple ways of doing things. For those that prefer a GUI to the terminal, this is a good option.
  11. Inspired by the 1993 Mini-Series "The Tommyknockers" and the Stephen King book of the same name. 3D Coat was used for painting displacement and textures. Blender was used for everything else.
  12. Still baking errors in displacement. No edges marked sharp on retopo mesh. Can anyone else confirm? Simple male model with a pbr shader set to "No Flat Shading" and simple sculpt detail. Used autoretopo and simple uv. Baked with per pixel displacement from retopo room. Bake of just normal map per pixel works just fine.
  13. @SERGYI When 3d coat crashes - Recover after Crash dialog is frozen on 1st restart of 3D coat. Only on the second restart will it work. Another thing added to all the baking issues. Retop --> Microvertex (no baking) crashes when a mesh has tile UV Sets (UDIMS). It will only work when UV are in a 0 --> 1 space. Baking just normal maps appears to be ok. The Displacement issues are happening in older versions as well. I tested on 2022.11.
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