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ebitz

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    OS: Pop!_OS 21.04 x86_64
    Kernel: 5.11.0-7620-generic
    CPU: AMD Ryzen 7 3800X (16) @ 3.900GH
    GPU: NVIDIA GeForce RTX 2080 SUPER

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  1. @SERGYIHey Sergyi, I am trying to add presets to the Quick panel with the right-click menu in Presets panel. Doesn't seem to be working. On linux, 2022.16.
  2. YEEEEESSSSS! Limited testing but Sergyi, it seems, has fixed the baking issue in linux. Thank you sir. Can I ask what the issue was in simple terms? Just curious.
  3. The Developers really need to post a file structure for Windows, Mac and Linux. Where Exchange folder needs to be set, Do we need the 3DC2Blender folder where is that in hierarchy, what files it will generate and why they are needed, etc. We got Applinks folder, we got 3DCoat-2021 folder, we got 3DC2Blender folder, Blender Cycles, Blender Applink (in 3dcoat export presets). I've just been working manually setting things up, saving a lot of headaches and frustrations. It does export geo and textures to appropriate folder but it will not set them up in Blender. Some rock solid documentation is needed. This is for this, that is for that. From a coding point of view it may work but from a user experience POV its a nightmare. Side note: Importing a .fbx file in Blender that was exported from 3DCoat using "Export objects & textures" under "File" menu will bring in the diffuse, roughness, and normal map into the image editor. I will not bring in metalness or ao or any other extra textrure specified in the export options of 3DCoat. However they are exported to the specified folder. Using linux.
  4. Is it possible to get a faster server for the Linux version downloads of the application here in the states? I am looking at an hour to download 800 mb.
  5. Minor errors I am witnessing. Last Draw Point does not work in Retopo room whether using the brush or mark seams tool and others. Also I am seeing a discrepancy in the retopo room with UV island orientation and complex texture in viewport. Side note: pending new udpates for linux, still crashing when baking per pixel. Using Linux.
  6. In case it is relevant, the issue is not present in Linux .71.
  7. Hey Andrew. Still experiencing symmetry errors in Autopo in Version .93. Steps: Male base mesh in new scene from start voxel menu. Auto with 10000 polys in wizard and bypass density and strokes enabled. Along symmetry axis there are hidden polys in head and torso. Z fighting occurs in problem areas. Using windows 11.
  8. I have the file paths set up correctly. Able to "Send" to 3dcoat no problem. bringbacktoapp does not work. It exports the geo from 3dcoat ok into the appropriate Obj/textures folder as .fbx. But it fails when using "Get Back" in Blender. It has to be done manually using import/export in Blender. There is no error message or warning. Nothing happens when pressing "Get Back" button. Using Linux. Blender 3.0
  9. @SERGYIWill there be development for Wayland display server in linux? 3Dcoat will run using Wayland, but is unusable due to extremely low frame rates in the viewport.
  10. @SERGYI Possible crash reason when baking, may be related. Don't know. Using rr. The program '3dcoat' received an X Window System error. This probably reflects a bug in the program. The error was 'BadValue (integer parameter out of range for operation)'. (Details: serial 971 error_code 2 request_code 151 minor_code 3) (Note to programmers: normally, X errors are reported asynchronously; that is, you will receive the error a while after causing it. To debug your program, run it with the --sync command line option to change this behavior. You can then get a meaningful backtrace from your debugger if you break on the gdk_x_error() function.)
  11. I couldn't launch it either. There was a missing library "libomp5". Simply installed it and fixed the issue.
  12. Thanks for the Linux upload. Still crashing when baking. Your probably already aware of this.
  13. On linux. The HDRI window does not show all the hdri choices and cannot scroll in the window. V .....31
  14. @Andrew ShpaginHey Andrew. Small request. Could we get a "Invert Hidden" function in the "Visibility and Ghosting" menu. For large scale sculpt trees this would be far more efficient if we want to work with a few layers at a time and would greatly reduce the amount of work we would have to do in the Sculpt tree itself. Basically the idea is to stay in the view port without having to work in the sculpt tree. For example, In a large scene with 50 sculpt layers I only want to work with three objects in the scene, each one on a different layer. I would hide those 3 objects interactively using "Shift V" in the view port. Then I would use the new "Invert Hidden" function to only see those 3 objects in the view port that I just hid. As of now, there is "Isolate" or alt "eye icon " in sculpt tree, which only works with one layer at a time. Then the only option is to hunt through the sculpt tree to find the others you want to unhide. For small scenes as it is now might be ok, but when dealing with large scenes or complicated scenes, this is too cumbersome. This may have been overlooked, but is a standard in many 3D apps and necessary in my opinion. Thanks for you and your teams hard work. //edit solved on version .40
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