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Manfrog

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Posts posted by Manfrog

  1. An update: I have managed to get the occlusion to work on the first object, by renaming the automatic UV map to something other than "default" Unfortunately now when I try to get the second object to Autopo, 3D Coat crashes to the desktop when it is calculating occlusion. :( The workaround for now is just to bring in one piece of the mesh at a time, but it would be great to be able to get the whole object at once.

  2. I still can't get it to work. I may just be screwing up something with my workflow. Is there a documented best practice workflow for doing this kind of thing? I need to bring in a high poly model made of several pieces, retopologise them, bake textures especially occlusion then export them as LWO. If you could point me in the right direction it would be greatly apreciated.

     

    Thanks!

  3. Hi,

     

    I am bringing in high poly Lightwave objects, cleaning them up a bit with voxel brushes, then using autopo for per-pixel to retopologise them and then export the meshes back to Lightwave. It's worked well for the most part, and I love the occlusion pass that happens on the fly as part of the process. The problem I have is that sometimes the color map just comes out black. It seems to be worse if I bring in a multi-layered object. Sometimes the first layer that I autopo works fine, but then the other layers come out black. Is there a better workflow for this sort of thing? I'm using 3d-coat 4.1. Is there a newer workflow in 4.5?

     

    Any guidance would be much appreciated.

     

    Thanks!

  4. Hi Andrew,

    I'm getting very slight stickiness with multicore on, no stickiness with it off. changing the number of processors had no effect. This is on the dx 3.2.12B 64 bit cuda, as well as the dx and gl versions of 32 bit cuda on my other machine. I did not test gl on the 64 bit machine because the "serial number is being used by another machine, exit immediately" warning popped up even though I had shut down 3DCoat on the other machine. I thought it was allowed to install on up to three machines, as long as I am only using it on one at a time? If it is allowed, how long must I wait after shutting down on copy, before opening another?

    John

  5. OK, here's what I'm getting with 3.2.12:

    i7 950, geforce gtx275, Win7 64 home premium, 3DCoat 3.2.12 64bit cuda, per pixel painting brush lags in both dx and Gl versions. turning off multicore optimisation makes it nice and smooth. :)

    Athlon Quad core, geforce gtx275, WinXP professional 32bit, 3DCoat 3.2.12 32bit cuda, per pixel painting brush lags in both dx and Gl versions. turning off multicore optimisation makes it smooth.

    Thanks for working on this Andrew. You are definately making progress!

  6. I tried 3.2.11 on my old computer last night, and here'es what I got: 32bit DX version, the per pixel brush lagged and jumped, the same as on the 64bit dx and ogl versions on my other machine. BUT, the 32bit OGL version worked smoothly. So at least I can work that version.

    To sum up:

    i7 950, geforce gtx275, Win7 64 home premium, 3DCoat 64bit cuda (and non cuda) 3dcoat per pixel painting brush lags in both dx and Gl versions.

    i7 laptop, geforce gtx260m, Win7 64 home premium, 3DCoat 64bit cuda (and non cuda) 3dcoat per pixel painting brush lags in both dx and Gl versions.

    Athlon Quad core, geforce gtx275, WinXP professional 32bit, 3DCoat 32bit cuda 3dcoat per pixel painting brush lags in dx version, works fine in Gl version.

    In all cases where the brush lagged, turning off multicore optimisation had no effect.

    Please let me know if I can test or try anything else.

    Thanks!

    John

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