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jamie

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Everything posted by jamie

  1. Hey I dunno if there's already a feature request for this but 'facing ratio' masking is sorely missing and btw the fixed Extract depth along Y is very useful, using to generate tiling disp/color/roughness maps here at Animal Logic
  2. Each UV tile must be a 'UV set' in 3dcoat. The basic workflow: import your obj and make sure "Import Tiles as UV Sets" is on in the UV room in the set dropdown you'll see 1001, 1002 etc for each of your UDIM tiles. go to File/Export Objects and Textures check "Export UV Sets as Tiles" you'll get textures for each UV tile. The name of the UV set will be used in the exported file name of the map. If, when you apply these output textures, you find that the UDIM number in the files don't match to the correct UV tiles (1001 -> u 0, v 0, 1002 -> u 1 v 0 etc), you have to rename the sets in the UV room, by clicking on the set drop down, and choosing rename.
  3. Unfortunately they will get numbered incorrectly, so you'll have to go into the UV editor and rename each tile to it's correct UDIM.
  4. I've had similar problems with undo and crashing, in my case they turned out to be related to where 3dcoat was storing it's working files. Had to set the directory to a local drive using the environment variable COAT_FILES_PATH . This was on a linux machine so not sure if relevant to your problem.
  5. TYPO in new release video on YouTube: Lightening should be Lighting
  6. These are great suggestions.
  7. Please don't remove right-mouse dragging of texture placement! Moving the texture placement with right mouse is far faster than using the gizmo. Right mouse: Click-drag vs Gizmo: Move mouse to gizmo, click-drag A small difference like this adds up over thousands of actions.
  8. I tried this, but I only have Windows at home, not Linux and was unable to reproduce the bug. If I get time at work I'll try to create a test scene that reproduces the error.
  9. Thanks but I can't send files from the studio. It's a multi-layer multi-tile asset, about 7GB file size. Merge down works ok, but Merge visible crashes every time. I suspect it's got to do with layer masks.
  10. Flood fill is not getting all UV shells across all tiles, it's filling across most but not missing a couple.
  11. Applying changes to UVs or texture resolution in the latest beta has become very slow - even for a single mesh with 2k map it takes more than 5 minutes on Xeon workstation with 32 threads.
  12. Also the 'low smooth shade' mode is very useful for painting and would be great to have back.
  13. This is right. It's one of the best features in 3dcoat - you don't lose any paint work or have to do any manual transferring if you decide you need to change your UVs while painting. I agree that hitting Apply is easy to forget, but having the changes automatically apply to the mesh is not necessarily what you want either.
  14. Looks like it! This is so awesome. The only way we can get film-resolution characters is with dozens of 4k maps, and having visible seams was really making life difficult.
  15. These UV tile seams also occur in the auto curvature maps: http://bit.ly/1EgeJuf
  16. Still have the same major problem with seams across UV tiles in the latest beta: http://bit.ly/1Cbllwo
  17. Just spent the weekend trying out the new beta. Wow. It's really really good. The PBR is awesome. The paint brushing is awesome. Just awesome.
  18. I notice work has been done on paint seams, but there is still the major bug with seams between UV sets. This makes it very hard to work on assets that have multiple UV sets - e.g. characters
  19. New PBR features are awesome. Some suggestions for new PBR Editor: Drag/drop maps between channels - often diffuse/depth/spec etc use the same map. Depth slider should go negative or have other options (subtract/replace/etc) PBR window doesn't hold it's position - jumps to screen center when new options resize the dialog. Auto-seamless on texture maps - either by mirroring or edge blend e.g. http://registry.gimp.org/node/28112
  20. Anyone know how to scale down the quick access panel? It's huge!
  21. Does this "Fixed seams problem in ppp - colored pixels near the seam in some cases." fix the problem with seams where UV island from different UV tiles/sets meet? That bug is horrible, since it means you can't layout a single mesh (e.g. a character) into multiple tiles without ending up with seams.
  22. I notice these delays if the folder containing the brushes changes. If the tools share the same brush folder, I don't get the delay.
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