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Everything posted by ebitz
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Linux updates news
ebitz replied to foremancr's topic in New Releases, Bugs Reports & Development Discussion
Anyone out there using Ubuntu 22.04 and AMD gpu 7900xtx or any amd gpu? I have installed the amdgpu-install proprietary drivers from amd site due to the fact that mesa drivers have only just recently been able to implement gpu raytracing with amd cards. Blender sees the card and renders with no problems with amd proprietary drivers installed. However in 3D coat I just get black meshes in the render room. This is true for versions 20.04 and 22.04 of 3Dcoat. @SERGYI any thoughts? Specs below. I know the graphics card is running when in the render room from radeontop output. However I just get black meshes in the render room. Vendor: AMD (0x1002) Device: Radeon RX 7900 XTX (navi31, LLVM 17.0.4, DRM 3.56, 6.5.0-25-generic) (0x744c) Version: 23.3.0 Accelerated: yes Video memory: 24576MB Unified memory: no Preferred profile: core (0x1) Max core profile version: 4.6 Max compat profile version: 4.6 Max GLES1 profile version: 1.1 Max GLES[23] profile version: 3.2 Memory info (GL_ATI_meminfo): VBO free memory - total: 23544 MB, largest block: 23544 MB VBO free aux. memory - total: 15942 MB, largest block: 15942 MB Texture free memory - total: 23544 MB, largest block: 23544 MB Texture free aux. memory - total: 15942 MB, largest block: 15942 MB Renderbuffer free memory - total: 23544 MB, largest block: 23544 MB Renderbuffer free aux. memory - total: 15942 MB, largest block: 15942 MB Memory info (GL_NVX_gpu_memory_info): Dedicated video memory: 24576 MB Total available memory: 40589 MB Currently available dedicated video memory: 23544 MB OpenGL vendor string: AMD OpenGL renderer string: Radeon RX 7900 XTX (navi31, LLVM 17.0.4, DRM 3.56, 6.5.0-25-generic) OpenGL core profile version string: 4.6 (Core Profile) Mesa 23.3.0-devel OpenGL core profile shading language version string: 4.60 OpenGL core profile context flags: (none) OpenGL core profile profile mask: core profile OpenGL version string: 4.6 (Compatibility Profile) Mesa 23.3.0-devel OpenGL shading language version string: 4.60 OpenGL context flags: (none) OpenGL profile mask: compatibility profile OpenGL ES profile version string: OpenGL ES 3.2 Mesa 23.3.0-devel OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20 OS: Ubuntu 22.04.4 LTS x86_64 .ossssssssssssssssssdMMMNysssso. Host: X570 AORUS ELITE WIFI -CF /ssssssssssshdmmNNmmyNMMMMhssssss/ Kernel: 6.5.0-25-generic +ssssssssshmydMMMMMMMNddddyssssssss+ Uptime: 30 mins /sssssssshNMMMyhhyyyyhmNMMMNhssssssss/ Packages: 2203 (dpkg), 19 (flatpak), 18 (snap) .ssssssssdMMMNhsssssssssshNMMMdssssssss. Shell: bash 5.1.16 +sssshhhyNMMNyssssssssssssyNMMMysssssss+ Resolution: 1920x1080, 1920x1080 ossyNMMMNyMMhsssssssssssssshmmmhssssssso DE: GNOME 42.9 ossyNMMMNyMMhsssssssssssssshmmmhssssssso WM: Mutter +sssshhhyNMMNyssssssssssssyNMMMysssssss+ WM Theme: Adwaita .ssssssssdMMMNhsssssssssshNMMMdssssssss. Theme: Yaru-dark [GTK2/3] /sssssssshNMMMyhhyyyyhdNMMMNhssssssss/ Icons: Yaru [GTK2/3] +sssssssssdmydMMMMMMMMddddyssssssss+ Terminal: gnome-terminal /ssssssssssshdmNNNNmyNMMMMhssssss/ CPU: AMD Ryzen 9 5900X (24) @ 3.700GHz .ossssssssssssssssssdMMMNysssso. GPU: AMD ATI 0b:00.0 Device 744c -+sssssssssssssssssyyyssss+- Memory: 3259MiB / 32026MiB `:+ssssssssssssssssss+:` .-/+oossssoo+/-. -
3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
@SERGYIUbuntu linux crashes after choosing male or mannequin from the voxel start menu. Lauch coat. Choose voxel sculpting from start menu. Choose male or mannequin. Coat immediately crashes. Appears to be only these two options that crash. Been a longstanding issue. In addition when 3dcoat restarts from a crash with a autosaved file the dialog buttons (skip, load, delete) are unclickable. Nothing happens. If you restart 3d coat the dialog reappears and functions normally. -
3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Any linux users able to get the render room working with a amd gpu? All I get are black meshes. On windows works fine. Driver issue I'm sure. I do have the amdgpu-install libraries installed. Blender is working as well. Using Ubuntu 22.04. AMD RX 7900xtx. -
3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Any chance on getting 3DCoat builds for linux Redhat distros as well (Fedora, Rockylinux, etc.)? -
Hey michaelws. The blender applink will not export your textures. It will only export your mesh, udims. Send your model to the paintroom using the Applink (Per-Pixel Painting). When in 3dcoat open the "Texture Editor" under "Textures" main menu. In the editor you will see a drop down menu of your udims. In Blender you have to save out your texture images to a file. Blender will automatically give you the proper naming convention because it recognizes the images are UDIMS. In 3D coat load those images under "Textures" --> "Import" --> "Color/Albedo". 3D coat will ask you to load each udim with a dropdown. Simply select the right image file for the corresponding UDIM number. The will load and be placed on your model. I do not believe there is a way to load all the udims at once. You have to do them one at a time. It will become clear once your there.
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3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Please allow any changes made in the render room to save with the file. As of now, any changes made in the render room propagate to all files after changes are made. If I add a new light into the scene that light will open in a new scene. If I make changes in current scene, those changes will be in another file that is opened. -
Hey Jones C. Not sure what you mean.
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I would love to see the layer system be mesh contextual applicable across the paint and sculpt rooms. I have 3 meshes, a cone, a cube, and a torus, and paint or sculpt layers for each of the meshes. Current functionality is that I see all the layers for all the meshes globally at the same time. I would love to switch from say the cube to the torus and see only the paint and sculpt layers locally for that mesh. All other layers for other meshes would be hidden. If I switch back to a my cube, then the current torus layers become hidden and the cube layers revealed. I posted in wrong thread!!
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3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Here is a question. If I uncheck the "Show folders as buttons" option under Preferences -->Theme, how do I bring up the diffenent folders say under Shaders or brushes or stencils? They used to show up in the small right corner button pop up of the panel didn't they? -
3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Hey digman. If I delete the paint objects, the voxel mesh is still paintable. There are no retopo meshes, no UV meshes. Also there is a funny behavior. If I delete one of the paint objects they all delete. Maybe you are right, but there should probably be some cleanup here. Small details. -
3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Could we get 3D coat to remember which rooms are hidden? If I hide the "Mesh to Nurbs" room it reappears on next start up. Even if I "store the workspace" it reappears. This is applicable to all the rooms. -
3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
If I choose the base male from the start menu under voxel sculpting there are 3 paint objects that are created as well. I don't think this was intended. Choose the base male under voxel sculpting from the start menu. Switch to the paint room. Under the Paint objects panel there are 3 objects - Generic_Figure_Female, Generic_Bust_Male, and Generic_Bust_Male1. 3D coat doesn't even have a female figure. -
3DCoat 2024 UI suggestions
ebitz replied to Carlosan's topic in New Releases, Bugs Reports & Development Discussion
Experiencing some interface issues in 2024 beta mostly resulting from "full screen mode". Number field pop ups do not display in full screen mode. Windows file manager will not become focused sometimes when trying to load a file if in full screen mode. Enter full screen mode with a mesh in scene. Click the transform tool then the "X" of the scale option. The value field is not visible. Exit full screen mode... value field now visible. The Right click menu will show in the viewport, but sometimes the functions in the menu do not work. This is unpredictable. The right click menu over a sculpt tree layer works fine. Small request. Could we stop the left Tool panel from reappearing after switching the "Toggle/pop up windows" with the tab key on and off? I have the "hide tool panel" option checked in preferences. The tool panel now stays hidden when switching rooms which is GREAT, but expected behavior is to never see the tool panel again until I check it back on in the preferences and/or call it up manually from viewport. Also having trouble assigning hotkeys for brushes. For example, redefining the Transform tool to "T" does nothing. It does not update in the tool pop up and does nothing in the viewport. However if I assign a hotkey to a main menu item or right click menu, it seems to work. I am running 3dcoat with a new home folder and fresh install as well. -
3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
@AbnRanger In 2023 and 2024 I tested with a 5mil mesh and baked with AO default values with no loss in FPS. However at 10 mill polys and baking AO with default values my FPS was cut in half to around 25FPS. On restart viewport FPS returned to normal. On side note, if I perform a "cleanup memory" my viewport drops to under 10. This will fix itself on restart or sometimes switching meshes. Also if I resample a mesh to certain degrees (1 mil to 10mil) it will take a chunk out of my FPS and fix with restart. This is unpredictable though. -
Paint Room bug hunt - report it here
ebitz replied to Carlosan's topic in New Releases, Bugs Reports & Development Discussion
On linux. Using ...30 and windows ...31. From start menu choose Deep displacement and any of the character presets. I choose the head. Once the scene is loaded choose enter full screen. The mesh visually becomes invisible but is still present because the brush cursor still recognizes it. You can refill it with a color to make it visible again. But after changing the full screen to a minimized screen the mesh becomes invisible again. The appears to only happen in the deep displacement mode. The paint UV mapped with normal map option from start menu seems to work as expected when changing size of screen. -
Ability to dock the E Stroke panel. Default behavior of the gizmo origin of the pose tool "Paint" to be at the transition area and centering to the volume of that transition area or having an option to do so rather than just centering gizmo on the whole selcection. Currently to pose a character or limb requires the user to adjust the location of the gizmo every time a user wants to make adjustments to models. When using the irregular gizmo have it's orientation align more closely to that which is selected/painted and be able to snap the green spheres to the actual mesh or volume. As well as automatically adjusting the irregular gizmo lenght and size to the users snapped positions. Proper UDIM workflow and Visual layout of all UDIMs in a window, along with hiding,isolation and masking of individual udim tiles or painting across all udims in the viewport as well as in the 2D texture editor (similar to current). Creation of UDIMS and layout of UDIMS in the Retopo room. Option to make gizmo completely visible and not hide different elements depending on the view. Stop the Tool panel from reappearing after using the tab button when "hide tool panel" from preferences is selected. Tab key disables the Preferences setting.
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Baking Displacement from Hi res to low res causes artifacts
ebitz replied to Werner_Z's question in Questions & Answers
This has been a long standing issue with baking Displacement. Normal maps bake fine, but not the displacement. I have brought this to their attention before multiple times. The only way to resolve it is to subdivide your initial mesh like crazy, as you mentioned, or smooth the displacement with a brush. That isn't a good option though. Also, if you look close the problem still persists after subdivision. Its as if 3D Coat marks all the edges as sharp during the bake for displacement when there aren't any. As far as I can tell this is not a workflow issue but a internal one. -
3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Windows 11 AMD Radeon RX 7900 XTX While we are on the subject of the render room, when running through the render pass options in 3D coat this colorful abstract appears when screen space options are enabled. Disabling the screen space options will give the proper screen pass results. In addition there are black pixels when meshes are being rendered near the borders of the viewport. I have not found any workaround. -
3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
On Linux. OS: Pop!_OS 22.04 LTS x86_64 Host: X570 AORUS ELITE WIFI -CF Kernel: 6.4.6-76060406-generic Packages: 2355 (dpkg), 33 (flatpak) Shell: bash 5.1.16 DE: GNOME 42.5 WM: Mutter Terminal: gnome-terminal CPU: AMD Ryzen 9 5900X (24) @ 3.700GH GPU: AMD ATI RX7900 XTX Memory: 6122MiB / 32027MiB AMD Driver 23.1.3 The Render room is rendering objects with black artifacts that cover the models. The pbr shader is being used. This effects all pbr shaders. -
3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
On linux. Clicking the + icon in the shaders menu and running thru following menus does not generate a shader. It fails. The files are created in the Userprefs but no shader appears in the shader menu. Constructing a new shader from an existing one using the right click menu works. -
3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Two issues still present on some linux distros. In Debian 12 3DCoat will crash when trying to save. I understand it is built using Ubuntu. But Ubuntu being based off of debian and Debian being stable, it should work. I beleive these issues are also present on Almalinux and Rocky Linux. Also when restarting 3DCoat I cannot load the autobackup after a crash. I have to restart again before the prompt can be clicked on. To be clear, the prompt to load the autobackup is frozen on first restart. On second restart it works. These are long standing issues. -
The Apostle Paul was created using TextureXYZs new product VFace. Sculpted inside of Blender. Geometry nodes were used for displacement using provided displacement by XYZ. Extremely useful workflow for getting realistic hires facial details in a high resolution mesh quickly. Softwrap used to snap VFace mesh to sculpt with some continued adjustments in the sculpt room to get the softwrap results closer. 3D Coat used for several minor adjustments to displacement map using real-time displacement painting. Hair created using new Hair sculpting workflow in Blender. Cloth sim, lit, rendered and composited in Blender.
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3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
@Carlosan Thank you. Placing the textures into a smart material did work on exporting displacement combined with painted displacement. -
3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Can Coat export imported normal maps (Normalmap(ext)) as displacement? Currently it only exports user created layers with depth. I am trying to export a displacement map that combines my painted depth and my imported normal map. Right now it does not recognize the imported normal map. It only exports displacement using things I have painted with depth. -
3DCoat 2024 development thread
ebitz replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
@Henry TownshendThank you. This is using Texturexyz workflow inside of Blender and 3D Coat. Devs: On linux importing exr or high bit-depth (32, 16 bit floating point) images into paint room crashes Coat. Using Textures --> Import --> Color/Albedo Map, also fails on Normal Map. Normal map needs this high bit depth to eliminate banding and give optimum results. High bit depth images seem to be working in displacement. Only 8 bit imports seem to be working for everything. On linux, after a crash the "Recovering After Crash" dialog is not interactive. The buttons don't work. I have to close Coat again and reopen before the dialog buttons work. This has been a long standing issue.