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chr1

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Everything posted by chr1

  1. Thanks for your response! Yes, that option was selected... I will try sculpting without this option and see how it goes.
  2. I've been using 3d-coat for a long time, and I have found it to be a persistent inconvenience that whenever I undo something, the tool that is selected changes. I suppose that the intent is to revert to the tool that was in use at the step you have stepped back to, but it never seems to really work this way, and it is not generally what I want to have happen. Most of the time when I click undo it is because I have made a brush-stroke with one tool that didn't look quite right, and I want to try again. Unfortunately, IMO, trying a brush-stroke a second time also usually involves re-selecting the tool that I was using. I only made a brief search, but I don't see other threads which mention this, so perhaps I'm alone in finding this undo tool-switch to be undesirable, but I thought I'd put it out there in case there are others who feel like me... I hope I've described the situation clearly!
  3. I''ve found multiselection to be useful, but is there an easy way to deselect objects? The only way I can find to do this is to click on a hidden object in the vox tree. Is there another way? Also, I have looked around to see if there is some way to indicate, in the work-area, which objects are selected. I apologize if I'm asking something that can easily be looked up!
  4. I am not a new user, but I have only ever used 3DCoat for creation of physical objects, and so I am only familiar with the voxel and render rooms. I am hoping that someone can tell me if it is possible to export a voxel model with the color of their shaders included. I have a workflow for doing this by importing the objects into Blender, and adjusting the material color there, but I am hoping there is a simple way to do this directly from 3DCoat. I apologize if this is the wrong place to pose such a question. Thanks for your help!
  5. Tkanks for your reply. After several hours of adding and deleting lights, and adjusting the parameters of these lights, I still can't figure out how to get the light to move. The "intensity" parameter has an effect, but the "light height" and "rotation angle" parameters do not seem to do anything at all. I hope that someone can tell me what I am doing wrong!
  6. Thanks for your response! A lot of these things are not relevant to my situation because I am almost always in voxel mode when I am sculpting, but it is very helpful to know that keeping as few as possible objects visible will help... I suppose this should be intuitive! I am not sure what you mean by "cache your vox layers"... does this mean to keep them hidden, or is there something else I can do?
  7. Thanks for your response... Alas, I can't do anything about the card right now, but will make sure to upgrade at my earliest opportunity. With a given system are there any settings changes that might help, or is new hardware the only hope?
  8. Thanks! I have been using DirectX. I will switch. I am using 4.5.33, but I will update if it will make a difference. Are there other settings that might help as well?
  9. I experience frequent pauses while sculpting in the sculpt room. 3d-Coat will simply stall for 5-10 seconds, and then I can resume my work. I would like to know if anyone has advice on what settings I can change in order to minimize these delays. Does it make any difference if I am running the OpenGL or the DirectX version of the program? I am running WIndows 10 with a 4-core, 3.07 GHz processor and 25 GB RAM. Quadro 4000.Graphics card. I hope I have been clear and that this is the correct place to post this question. Thanks!
  10. Thanks for your reply! Are you saying that I can only adjust the light direction in the render room by adding new lights? I have tried this, but somehow, nothing seems to help. If someone could explain the steps needed to render an image so that the light is coming from someplace other than the camera, I would greatly appreciate it. I have attempted to do this by creating a new light, and then moving this light around, but if this is doing anything, then the effects are barely perceptible.
  11. I am trying to adjust the position of the primary light in my scene, and I can't figure out how to do this. There is an "Adjust Light Angle" icon at the top of the screen, but nothing happens when I click and drag my LMB over it. I am guessing that there is a simple solution, such as a "lock primary light to camera" checkbox, but if there is, I cannot find it. Thanks in advance for your help!
  12. The RMB option is a great feature for me!! It would be nice if options for "select volume", and "assign shader" were added to the RMB menu... or is there another easy way to do these things without navigating the VoxTree?
  13. I just made a request and then realized that it was already implemented. Is there a way to delete posts. I apologize for the inconvenience!
  14. I am working on a model (in the voxel room) in which I need to change between surface and voxel mode several times. Can anyone comment on whether or not changing modes is a lossy process for parts of a model that have not been sculpted? Is there any way to ensure lossless transitions between surface and voxel (for selected parts of volume). 4.00 beta13 Thanks!!
  15. This would be a huge help to me as well (In fact I requested this in the past). I know that the majority of 3DC users are making things for CG purposes, and I don't know if this feature would be useful for them, but it definitely shows off the volumetric nature of the model.
  16. Hi AbnRanger, thanks for your reply. I had actually tried this many times, with many import filetypes, before I posted. This phenomenon appeared with all files except for the STL file. Unfortunately, even the imported STL file exhibits this after saving, closing, and reopening. I have attached another image, and If I could, I would attach the files in question.
  17. I have imported an object without voxelising, edited it, and then saved it. Everything works wonderfully, and I am very happy... Unfortunately, when I close and then reopen the file, and edit the non-voxelised object, the mesh pulls apart (the fill and smooth tools, in particular, seem cause this). The attached image shows this phenomenon. Am I doing something wrong? 3DC 3.5.11(GL)-64 Win7(64) Thanks!
  18. Perhaps I am not the first to suggest this, but I would like to see an object properties dialog box for voxel volumes. This dialog box could include such information as: -volume name -volume density (currently indicated by a number in brackets before the volume name) -shader/material -local coordinate system (origin and axes)* Perhaps a lot of the functionality from the extensive contextual menu for voxel volumes could be combined into this "object properties" dialog box. *Having a local coordinate system that gets stored with each voxel volume would be very useful to me for operations such as posing multi-segment limbs. Thanks!
  19. Thanks. I may not be doing everything correctly here. Does this solution allow you to sculpt the layer that is "inside" the transparent layer?
  20. I second this request. I frequently find myself wanting to be able to sculpt on a voxel layer while at the same time being able to see (in a wireframe or semitransparent mode) a layer which overlaps the layer I am sculpting. Perhaps the "eye" row of icons in the voxel tree could alternate between an open eye, an open but semitransparent eye, and a closed eye. The open but semitransparent icon would indicate a state in which the layer was not effected by sculpting tools, but could still be seen (either wireframe or semitransparent).
  21. I am sculpting an object with internal details, and would like to know if anyone has ideas that might improve my workflow. For example, suppose you are modeling an irregular-shaped box with non-uniform wall thickness. My current method of modeling this is to model the internal void as a separate, positive, voxel volume, which can later be subtracted from the outer object. The shortcoming of this technique is that I cannot see the external object as I edit the internal cavity. It is possible to make the outer object transparent, but 3d-coat does not seem to allow one to work on an object which is obscured by another object (probably for good reason). Another method I have used is to slice the outer object into separate voxel volumes which can be selectively hidden or shown. Another method I found I can use is to zoom in towards an object until I can see through its outer wall. I can then see the internal voids. This method is good for filling voids, but not for sculpting them. A while back, I requested an enhancement to 3dCoat's visualization capabilities that would enable one to view a movable section of an object (image attached). This capability is common among mechanical CAD programs, and is very helpful. Maybe I am the only 3dCoat user to want to sculpt the insides of an object, but I would be grateful if anyone had some ideas on how I might better do this. Thanks!
  22. I would like to request a section-viewing mode (as in the attached image). I find the ability to view cross sections of objects to be extremely valuable. I apologize if this ability already exists!
  23. polyxo - I share your dislike for the caps-lock key since my fingers tend to stray, and I often look at the keyboard as I type. The solution I learned from a coworker has been to physically remove the key from my keyboards. In the rare cases in which I need the key, I can press the actuator with a pen. As for programs mapping functions to this key, I believe that Photoshop uses caps-lock to toggle brush visibility in the same way as 3d-coat. I generally like it when programs follow the key-shortcut conventions used by photoshop.
  24. I've been using the new sketch tool, and I find that the resulting objects have a sort of "grain", meaning that some tools (including extrude) behave abnormally (pressure exerted on the top of a volume results in material being added to the side of the volume. Has anyone else noticed this? Is this expected behavior? I find that if I export the volume to an obj file, and then re-import it, this abnormal behavior disappears. Thanks!
  25. Thanks for replying. I am using build 3.00.07. 1) create one voxel volume, and place a primitive in it. 2) create a second voxel volume and place a primitive in it. 3) hide the first volume in the voxel tree, and select this hidden volume. 4) click around with the sphere tool - I see nothing happen, but then when I show the hidden volume, I can see that the sphere tool has been doing its work. This works for tools other than the sphere tools well (though not under all conditions). I hope what I've said makes sense! Thanks
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