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pbowmar

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Posts posted by pbowmar

  1. 1 hour ago, SERGYI said:

    We stopped to build "3DCoat" only under old Linux CentOS 6 ("GCC" compiler from old CentOS 6 makes errors during optimizations). But soon we will try to make native "3DCoat" build under newest Ubuntu using its latest "GCC" with all possible optimizations. That should increase speed of "3DCoat" and will make "3DCoat" builds under Linux regular.

    Thanks Sergyi, though if I can please implore you to make sure it works on Centos 7.5 and follows the VFX Platform specs, otherwise it can't be used at the studios... 

    • Like 1
  2. They're not my standards, they're AMPAS certification standards.

    I agree, for many users it won't be a problem. So, if the number of large studios don't justify it then the 3DCoat team should not worry about it, and the big studios will need to look at other applications to use instead. Simple business :)

    Any external software must be vetted, so Appimages or Flatpaks can have other scripts bundled that could compromise security. Again, I'm simply repeating the security standards so don't attack me for this :)

     

    Cheers,


    Peter B

  3. 2 minutes ago, Przemas said:

    ouch... so if it is running better under Wine my suggestion is to package  3DCoat+preconfigured WINE as an Appimage. This way we'll get well performing application that will run easily on almost any modern distro (with Appimage / Flatpaks you can bundle all required libs along and those will get used instead of system ones).

    https://appimage.org/

    On top of that it will make it easy to handle desktop integration (shortcuts, icons and so on).

    Nope, that won't pass professional security requirements. OK for home use, but not at a studio.

  4. 4 hours ago, SERGYI said:

    We stopped to build "3DCoat" for Linux several months ago because several customers reported that performance of "3DCoat" inside Windows emulator under Linux is better than native build of "3DCoat" for Linux. Regular builds of "3DCoat" are only under Windows and macOS. In time we will try to build "3DCoat" under newest Ubuntu using its latest "GCC" with all possible optimizations. That should increase speed of "3DCoat" and will make "3DCoat" builds under Linux more regular.
     

    I see, thanks for the info. Unfortunately, a Windows emulator can't be used for production work because of security and licensing. So, for production use, it appears 3DCoat has stopped being developed as a production tool. Of course the older versions are still useful! but we can't update to new things until a native Linux returns. Hopefully soon!

    I would recommend using Centos 7.5 to build on as this is the industry standard Linux distro as well. IMO :)

    Cheers,

     

    Peter B

  5. I'm finding the Linux version of 4.8.03 noticeably slower than the Windows version.

    I have a dual-boot so hardware is identical but as an example:

    in Per-Pixel mode, load the Robot

    -turning off and on AO and the other auto-gen layers takes under 1 second on Windows, well over 3 seconds on Linux

    OpenGL mode on both Win and Linux, GeForce 960GTS, new drivers on both Win and Linux

    Have I missed a setting or optimization?


    Cheers,

     

    Peter B

  6. 444

    I think that's basically the script I wrote over in the Coding thread... it iterates all the UV layers and exports Diffuse and Displace. It could be easily extended to export Spec too, or the newer metal stuff too presumably. That's why I've always loved apps that allow scripting, instead of waiting for a new feature you can whip it up yourself, or someone on a forum can if you're not comfortable with scripting.

     

    Cheers,

     

    Peter B

     

    //Admin edit

    Angelscript: selecting entrys from a dropdown menu

    • Like 1
  7. OK here are my scripts that allow for a completely dialog-free, single-hotkey export of Diffuse and Displace. Specular can be easily added too, but I don't use that at the moment.

     

    I've developed and tested in 4.1.17D because I can't use 4.5 at the moment due to a bug that could be my graphics card :) However, I expect these scripts to work in 4.5 too.

     

    Put them in your $HOME/3D-CoatV4/Scripts directory and add their full paths to the 'recent.txt' file so they appear int he Scripts menu in 3DC. Or just do Scripts-Run Script and I think that adds them too for you.

     

    Run the setExportDir.script first, this lets you pick the directory to export to. Then whenever you want to export, you can run the exportMaps.script (I bound Hotkey F5 to it) and every UV set will be saved out automatically.

     

    You may need to set the Preference Padding to Always or Never to avoid a dialog box there. I could script around it but the Pref is easier.

     

    Many thanks to Andrew's kind help and patience :) and also ajz3d for his help in another thread.

     

    NO WARRANTY

     

    This has only been tested on Linux. It may or may not work on Windows or Mac. There are a couple of lines of code that build a path using crude concatenation of strings, which may fail on Windows especially.

     

    You take full responsibility and assume all risk for downloading and running this script. If it erases your harddrive or gets your cat pregnant, it's not on me :)

     

    I have very little time so if you have suggestions for enhancement or requests, I will listen but make no promises to be able to do anything more with this.

     

     


    40

    Cheers,

     

    Peter B

    60

    3dcExportMapsScript.zip

    • Like 1
  8. 257

    Thanks ajz3d, unfortunately void PressInNextModalDialogs(int ButtonIndex); does nothing for me :(

     

    and I still can't figure out how to modify the Combobox. I'll email support directly I guess, I'll post what I find out here.

     

    BTW, the "Fill Empty parts of Texture" is solvable, there is a Pref to Always Fill, so at least that one I don't get :)

    Cheers,

    Peter B
     

  9. So, lots of googling turns up nothing :( Anyone have any ideas?

     

    Also, I can't even get what is documented to work. For example, I want to iterate each UV layer and explicitly save the Diffuse and Displace maps. This works:

        int numUvSets = GetUVSetsCount();
        for(int i =0; i<numUvSets;i++)
        {
          print(GetUVSetName(i)+ "\n");
        }
    
    

    however nothing I do will let me set the UV layer in the dialog and continue:

        SetFileForFileDialogs("/tmp/testExport.png"); // this works
        cmd("$SAVETEX");/*Diffuse Map*/ // this works in that it then pops up the dialog to save the UVset
    // no idea what to put here to set the UV layer to save
        cmd("$DialogButton#1");/*Ok*/ this does NOT work even to accept whatever the dialog offers
    
    

    Any help or ideas most appreciated!

     

    Cheers,

     

    Peter B

  10. 155

    Hi,

     

    I'm trying to build an auto-exporter and processor, so that I hit a hotkey, and one or more textures are automatically exported to a known location. This I have working thanks to the examples, which is great.

     

    I cannot for the life of me figure out how to call an external command however. All I need is to call a command with arbitrary (or even a single!) command line arguments. This is Linux btw though it would be nice if it worked for all platforms, the command line tool(s) are cross platform and have the same interface.

     

    I've attempted to look at the main Angelscript docs, but I can't see anything there that will do it.

     

    I'm currently having to use 4.1.17D because of the bug in later versions that prevents the Spline Tool from working with Spacing turned on. I've reported that in Mantis fwiw.

     

    Any ideas anyone?

    Cheers,

     

    Peter B

    167
  11. 415

    Thanks guys, the "Import UV Tiles as UV Sets" is exactly what I missed. I naively though that "UDIM" would be mentioned since, you know, it's an industry standard :)

     

    If it was "Import UV Tiles as UDIM" I likely would not have had to post here :) Searching the docs also didn't really turn up anything unless I missed it.

     

    Again, thanks, works great!

     

    Cheers,

     

    Peter B

  12. Hi,

     

    I've been out of 3DC for a bit, trying to get back in and familiar with the new stuff. I've got 4-5-03 on Linux (or Windows, if need be) going, I'm trying to import

    479

     a basic set of geometry set up with UDIM.

     

    However, nothing I do will let that import :( I always get overlapping UVs instead of proper unique UDIM tiles.

     

    Is there a setting I'm missing? The docs don't mention UDIM unfortunately, or at least not when I search.

     

    Cheers,

     

    Peter B

  13. Would love to see (at least) 16 bit int texture support throughout, ideally full float support. I realise this is a major architectural update.

     

    It would be very handy to have a "bitmap paint" mode where you could just use 3DC as a bitmap painter. I know this can be faked in various ways by putting a grid in with PPP but easy native support would be nice, especially for Linux users with limited paint options.

     

    Cheers,

     

    Peter B

  14. Hi Andrew,

    Very gladd to see scripting being started. Kind of disappointed it's not Python though. It's the industry standard, apps currently using it:

    Houdini

    Nuke

    Maya

    Softimage

    HDRLight Studio

    Vue

    Gimp

    Blender

    Most studio pipelines

    Unfortunately, while c++ is known by hardcore programmers, most artists and TDs don't know it, but do know some Python.

    Not being critical here, but I'd urge you to consider Python integration, I think you'll find a much wider audience for it :)

    Specifically, Python 2.6 which is currently the standard...

    Cheers,

    Peter B

    • Like 1
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