Jump to content
3DCoat Forums

thinkinmonkey

Advanced Member
  • Posts

    143
  • Joined

  • Last visited

Posts posted by thinkinmonkey

  1. Hello,

    it would be nice if 3DCoat had this nice feature available in Krita.

    Other than normal layers (pixel, vector...) there is a "file layer", which is an layer poiting/referencing an image file: you cannot paint in that layer, of course, its just for "reference", but the advantage is that every changes to that image, made into the program that generated it, will be updated inside Krita. It works in the same way a texture node in a 3D software will reference an image on hard drive into a shader network: every changes of the image will be updated inside the 3D software.

    For example, I'm working with Affinity Publisher to create a particular text. Then I export the png image to be used in 3DCoat as a mask of a layer, where color, depth and roughness/metalness have been set: it would be nice if the mask will reference that image file, instead of importing the file every time, so I can make changes to the Publisher project and seen them quickly.

    Just to save time.

    Thanks.

    • Thanks 1
  2. Good morning,

    would it be possible to control the opacity of the 3DCoat window or just the canvas, so I can put an image or pdf or browser under 3DCoat and checking whatever I need on the fly?

    In that way, I will save precious time instead of saving/capturing the image, importing the image in 3DC and then checking my sculpting.

    I know it's very easy drag'n'drop the image in 3DCoat and those images will be stored in the file, but sometimes I need to do a quick comparison with whatever I have found, for example, using Pinterest or Google Images.

    Plus I use PureRef for assembling a lot of images as reference and a feature like this, having 3DCoat transparent, will make me saving time.

    Thanks.

     

  3. Never mind!

    Just discovered the menu on top and chosen "Ghosted: Act But Don't pick"

    Sorry

     

    When using booleans and the layer is ghosted, I cannot use the Cut Off tool.

    The voxels are ghosted, but no operation of Cut Off:

    image.thumb.png.d19d34b56d057468a4de08929a10cb65.png

    The voxels are visibile, but hidden, because they are in Live Booleans mode:

    image.thumb.png.fbbc826ee17720e42f50b662c1cc0cf9.png

    Cut Off operation:

    image.thumb.png.ba2302d0f36723980e0b8f7acc07c9d9.png

    The voxels are ghosted, so you can see the Cut Off result:

    image.thumb.png.fca6cafd3a818181dccad30d404ff73a.png

     

    Would it be possible to fix that? And all those tools that normally wouldn't work on a ghosted layer.

    I think an "exception" should be triggered when the layer is used as Live Booleans.

    Thank you.

    • Like 1
  4. 36 minutes ago, Gorbatovsky said:

    We have a plan to release a new room in 2024.
    We are carefully studying the interesting experience of the Plasticity program.
    We need to make a good integration of different modeling technologies.

    Please, have some artists with great experience in 3DCoat as alpha tester and for feedback before publishing the new room.
    Plus checking with some previous posts here and there would be a nice benefit too ;)

    • Like 2
  5. 1 hour ago, Elemeno said:

    also a bug with the gizmo constraint anything beyond 0-100 destroys mesh

    I was checking and it happens the mesh is broken when undoing all the transformations: sometimes I have back the sphere as it was in the beginning, sometimes vertices goes to infinite, other times the vertices have strange positions when going back to initial state.

    • Like 2
    • Thanks 1
  6. 6 minutes ago, animk said:

    I would like to have world orient as default too.  For now I assign "w" as hotkey for "reset Axis"(w switches to move mode and reset the orient), it's easier than press the button.

    Yeap, that seems a nice solution or workaround, thanks, but, if I may, I would like not to "waste" a shortcut for making 3DC behaving like other softwares normally do. For that and other things, I'm still postponing a "serious" modeling session with 3DC.

  7. 3 minutes ago, animk said:

    I never understand why this axis constraint in blender is a good feature, I personally find it very difficult to use.  I need to remember which axis the movement is and look at the keyboard to press the x,y or z.  A gizmo is much more convenient.

    It's a good feature, as I use that daily, you need practice, but it works. To be honest, since I started using Blender before being so popular, I found gizmo even too intrusive! :)

    The good thing is Blender gives you feedback, so you know which axis you're working on, because it displays a line on which the transformation is happening, plus the color of that line is according the axis you chose: red for X, green for Y and blue for Z. And I think that's the best feedback a software can give you while working.

    You can see a screenshot from the video in the post: the red line is X axis.

    image.png.9e5f1031d7a908bcc24443038ec63082.png

    Plus you can read the text on the top, useful especially when inserting numeric values for exact transformations:

    image.png.b27b9b4871cb2be2e4aea4a5af237ae0.png

    But, then again, it has more to do with practice and daily tasks, Blender has always been a software of "with both hands": one on mouse and the other one on keyboard for shortcuts

  8. Hi,

    first, thank you for the new version, 2023.35, and the new Live Boolean menu and ghost mode feature, very nice.

    Second, I need your attention on this.

    1. Create an object in Voxel room
    2. Vox hide here and there. Everything works as usual: Geometry > Separate hidden volumes or showing again voxels with the tool
    3. Press Sculpt Tree > Grid for increasing resolution. Hidden volumes appear.
    4. CTRL + Z
    5. We go back at point n.2, but hidden volumes are not accessible, or you cannot unhide hidden voxels, you have to hide first the voxels with a big area containing the hidden voxels of point n.2 and from that you will be able to unhide the voxels again. In other words, you cannot work anymore from what you made at point n.2, you have to restart again.

    Would it be possible to fix that?

    Or there's a popup message appearing that warns about increasing the volume will reset the voxels visibility and it's an irreversible action?

    Or better, would it be possible to increase the voxel density, but still having the voxels/volume hidden at point n. 2?
    Thanks a lot.

    A video showing my situation is here:

     

    • Sad 1
  9. Thank you for the "Live union" feature.
    I'm sure you already know this, as Live booleans is still in beta, but when I turn off the booleans feature for a layer, the voxels in that layers are still hidden, like the boolean operation is still going, so I have to convert that layer to Surface, in order to see the geometry, and then back Voxels. I hope it will be fixed.

    As now we have 5 menu items about Live Booleans, when pressing right click mouse, I was wondering if it would be better to have just one menu, "Live Booleans", and putting under that all the operations, same name but minus "Live" text, as it's already in the main menu. I know for you devs that means more clicks, but I was just wondering for the future.

    Wondering if the ghost mode is planned to be used with Live Booleans, I mean, it could allow us to see the all voxels but in ghost way, while boolean operation is going. At the moment, live booleans layers hide voxels and it leads to a guessing game, when working on those voxels, like, for example, a transformation.

    Thanks

    • Like 1
  10. 9 hours ago, Carlosan said:

    Sorry but... How exactly Live Addition works ? :huh:

    Carlosan, I can see there are only three voices for live booleans: subtraction, intersection and none.

    Why there's no addition? It should fuse the voxels in that layer to the other layer, so all the other boolean operations can work on that.

    For example, here you can see a simple scene: there are three cubes, the main one (1), the wider one (2) and the one used for subtraction (3). The subtraction works only with the main cube, not the wider one.

    Or I missing something about live booleans, and that's ok and I hope someone will explain me that, or, I think, we need the live addition boolean, so we will have the three basic boolean operations like other softwares.

    But then again, what am I missing here?

    Thanks

     

    2023-10-13_10-36.png

    • Thanks 1
  11. 8 hours ago, Elemeno said:

    voxelsshape.thumb.jpg.71b6b3d3f89345980daa055041b0c637.jpg

     

    voxels topology is very strange... it used to be evenly distributed around the mesh but now i seems like areas use spherical linesfrom various points, plus quad lines and then triangle lines separating themas you can see the meshes topology is a bit messy... which should affect 3dc as thats its selling point but unfortunately.. it does , those close intersecting lines make the topology look pinched in those areas, unless you want to use 100+ millions tris ... you wont get a smooth mesh

    Is that artifact?!?! I'm having that kind of mesh since a couple of versions of 2023, not sure how it was before, tbh.

    If I can relax/smooth, all those long lines will disappear, but I've always wondering if it was normal that topology or something to be worried about.

    Anyway, yeap, I'm having that topology too.

×
×
  • Create New...