-
Posts
2,182 -
Joined
-
Last visited
Content Type
Forums
Calendar
Gallery
Posts posted by L'Ancien Regime
-
-
On 3/27/2020 at 7:04 PM, AbnRanger said:
...creating a brand new GPU Path Tracing render engine in 3DCoat, slated for 3DCoat 2020...
Now that is interesting ...
AdoredTV says Path Tracing is the way of the future.
-
Meh...it's a repackage of an older version of Catia 5, probably v21 or something. It runs like *****. I suspect Sketchup is now a better modeling program but in general if I'm going to spend the time to learn a new modeling program it might as well be Blender, frankly.
-
2 hours ago, stusutcliffe said:
Hi Mr Regime,
For the fancy tools try activating "beta" tools in the prefs. Im not a fan of the new curves , the red lines too thick last time I looked, so I stick to the old one for my simple needs.
Try turning off symmetry for your seat.
Also try and post a complete screen , it helps folks see the whole problem... maybe a box needs checking/unchecking etc
Yeah I'm going to have to have a discussion on that closed spline , stuff like maximum depth on it. I never had this problem 2 years ago with it but now it is. OTOH...I did get a productive night, though not without shouting some very bad words into the void. Those seats look like ass; I could have done a lot better if I had some of my old 3D Coat skills with me..but they'll do as a placeholder for now.
-
I'm finding the Cut Off tool to be rather troublesome, particularly the Closed Spline. It simply doesn't work now. I worked great two years ago. And what happened to all the fancy curves tools that were added to it? I'm using 4.9.33 and 4.9.34. Sorry to be out of the loop here...But the info on this stuff is hidden all over and it's sort of a formidable task to go rooting all over the place for it. the brown area I'm cutting is 45000 triangles and I made it uniform.
I'm hitting "ENTER" and the little drop down "Apply" and no luck.
-
yep, 3D coat's retopo rivals Zbrush now.
- 1
-
5 hours ago, parel said:
L'Ancien Regime I am not sure why you say that Rhino or moi3d for that matter doesn't do BREP- Please see https://www.grasshopper3d.com/forum/topics/differences-between-brep-nurbssurface-geometrybase-and-surface for the definitions I am working with. Anytime that a NURBS surface modeler knits or trims surfaces it is creating a BREP-boundary representation.
The latest Blender has some configs that can very nicely approximate Maya and Modo UIs. It is absolutely possible to model Daniel Simon's works in Blender. He, in fact, is doing some very nice experiments with Blender poly/SubD concept modeling. See here https://www.instagram.com/p/B8jYvRzFa-a/kenmo- Michael Gibson has a very elegant mindset. He tries to do the most with the least. I love that the moi3d interface is so so sparse and functional. His implementation of SubD to NURBS is also very clean. I've run some comparisons to high-end Siemens NX and it is much lighter. It is most definitely a great tool for modelers.
I think that it's legitimate to distinguish between BREP and NURBS. Yes they share a lot in common technically but in practice they're two different animals, two entirely different toolsets. That's why Autodesk has both Inventor and Alias programs. Engineers will use BREP for their mechanical and electrical designs and Industrial Designers will use Alias to create an attractive form around the functional guts of the device. I think we can agree that car body designers definitely distinguish between the two uses of this technology, and I'd like to see the mechanical engineer that designs a car engine to manufacturing specs in Alias. I doubt if that has ever happened. BREP is for solid modeling, it has a boundary on all sides. NURBS can be just a 2D surface that doesn't imply any solidity to it. It's not a mass, it's a skin. One is for engineering, the other for design.
And yeah Daniel Simon is using Blender to design stuff..but not in NURBS...he's using it for SubD modelling. He posted this example on Twitter just a few months ago;
6 hours ago, kenmo said:Daniel Simon is awesome. I purchased two of his books "Cosmic Motors" which has a foreward by the legendary Syd Mead and "The Time Less Racer" which is a hugely over sized book that does not sit well on my book shelves among my many 3D, graphic novels, NHL hockey, Photoshop, automotive history, hot rods, US Civil War WWII and ancient & medieval history books.
Both are great books but The Timeless Racer is full of amazing NURBS modeling. It's so beautiful, so perfect.
- 2
-
I've played around with MOI3D and it's useful to an artist alright. There's certain things you can do in that program that you can't do in 3D Coat. Like what you say? Like bevels and chamfers on irregularly shaped edges between two boolean union objects for example. You find a lot of such bevels and chamfers on an engine block. You simply cannot do that in 3D Coat, or even if in certain limited cases you can it's an immense time consuming chore involving all sorts of involved strategems while with MOI 3D it's simply a matter of selecting an edge with your cursor then hitting a button and then if you want you can fiddle with it by punching in some various parameters. And then there's long curvilinear swept shapes with varying profiles too; yeah you can sort of do that in 3D Coat but hmm...not really. I'm a great believer in multiple tool approaches to problems we encounter in attempting to creat the things we desire. I think it's great that Kenmo is using MOI 3D in his workflow, and it's great to use 3D Coat too. I love 3D Coat. You should probably throw Teya Conceptor in there too just because Arseniy Korablev is an awesome guy. There's a ton of stuff in Houdini too, where the boundaries between modeling and texturing melt and fuse into something amazing, more mind bending than any drug. But then on the other hand, there's certain things you can do in 3D Coat that you can't do in any of those programs. It's a superb pleasure to move your object, your file or data or whatever you want to call it from one format to another, one program to another to work on it, like an alchemist distilling, heating, cooling, alloying, fermenting, some substance in the hopes of producing the Philosophers' Stone.
And strictly speaking MOI3D isn't a CAD program. CAD programs produce BREP models. MOI3D is more of a NURBS modeler, for a designer. It's for producing a certain kind of aesthetic, not for producing technical models for stress, shear strengths, heat diffusion or weight estimations. Of course it doesn't have the very expensive high end algorithms that Alias Auto Studio or ICEM Surf have for producing Class A surfaces. Even Rhino doesn't have those; that's why Rhino is close to $1000 and Alias Auto Studio is something like $64,000.00 and ICEM Surf as part of CATIA is at least $20,000 plus over $3000 in annual maintenance and remote server fees.
Having said all that, I've tried to see how far I can push 3D Coat down that Alias road, in this case by copying the work of the unparalleled master of NURBS modeling Daniel Simon.
Here's my 100% 3D Coat cable imitating Daniel's
As you can see there's some serious deficiencies in my voxel model's irregular chamfers between various geometric objects; the problem is in striking the correct tangency where the chamfers segue into the objects, from one to another. Only NURBS and to a cruder degree BREP are going to truly do that for you. I need to do further experiments with Mesh Fusion in Modo or Groboto to see just how far it permits that kind of perfect tangency in the irregular segue between two boolean shapes in union. But then Modo costs $599 annually and MOI 3D is something like $300 for a permanent license. Both do the same trick though perhaps MOI 3D is more precise?
- 2
-
On 7/20/2016 at 6:55 AM, SebastianLeon said:
Dude thank you all for sharing your knowledge! stusutcliffe that was classy bro Thank you for helping out!!
I concur entirely with this sentiment. Great stuff. Thanks again.
- 1
-
6 hours ago, stusutcliffe said:
Try this thread , I did a mini tutorial.
Thanks a lot.
-
It would be nice to have a squared profile in that list beyond the hemisphere and arrow etc. so you could do a long four sided curve or filament with it or for that matter any shape you wanted. It seems you used to be able to do that but the manner escapes me after several years of absence.
-
Aha right click on Objects banner at the top of the list of tools and click on show all objects or restore all objects when the drop down appears.
I wonder how that got hidden? hmm.. That Custom UI trick is a good one though. I'm going to hide away a lot of the tools I rarely use.
Thanks Carlosan.
- 1
-
15 hours ago, Ilas said:
How can free space be created inside an object?
I would click on the object (in this case the dome) and then select extract shell. You can select at that time the thickness of the shell you want in voxels then when the vessel is hollow slice off the side you want open. That's what I did with this teacup.
- 2
- 1
-
-
That really opens up a lot of powerful opportunities to use bevels over undulating edges the way you can with BREP modeling. I like that.
-
3 hours ago, Nossgrr said:
Congrats on your new purchase!! Fun times ahead!
Thanks Nossgrr. It's a powerful tool but right now it's a struggle to learn it.
- 2
-
1 hour ago, sprayer said:
Wacom selling overprices devices imho. Today China makes good devices what can compare to wacom in quality. there is also good japanese company
Not in 4K. My 24" is 4K. I had a good long look at the competitors and I came to the conclusion that this is the best right now. I'm just not willing to settle for second best anymore. Probably my next car will be a Cybertruck too.
Also the latest Wacom Cintiques have no gap between pen nib and surface as do all previous Cintiques and their Chinese/Japanese competitors do. It's a 1/8 inch gap. This is a big selling point for me.
-
Display : 1inch 4K in this time, but mass product version will be 1.3inch , 2,560×2,560pixels(5K, 2,245ppi)
FOV: 77 degree, Mass production version is 100degree because using larger panel. And custom lens will be provide over 110degree
Refresh rate : 120Hz
Apps: USB-C connected in this time (depends on connected deviceAny guesses on the eventual price?
- 1
-
More to come but first I've got to do something about all the junk stacked up on my desk.
I can't wait to start using the cut off tool and curves with this in 3D Coat. I haven't had even so much as my old Bamboo to work with for 2 years now.
$3779 Cdn or $2821 USD. The touch would have been another $1000 almost but it's really not worth it since it's only going to work with Windows 10 touch and not any 3D Ditigal Content Creator like 3D Coat. According to the salesman virtually nobody buys the touch version. The 24" HD Cintique is by far the most popular.
- 3
-
I doubt it in the immediate future. There are SOC (system on a chip) that combine CPU and GPU on one chip that are out there and they're getting more powerful all the time. Eventually you'll probably see iPads that use them and can run 3D coat but then there's the problem of writing it for iPadOS not to mention power consumption issues . I wouldn't expect to see 3D Coat on an iPad for 3 years at the earliest if ever. OTOH you could install a Teradici card in your work station then download the Teradici remote desktop app to your iPad and then be able to log into your computer from anyplace with a decent low latency link and then turn your home/office workstation on and off, and use it's full graphical capacity to work with Maya, Houdini, 3dCoat or Zbrush remotely. This is the technology that Catia V6 uses for engineers to do 3D design and CAD/CAM work from widely distributed networks all over the world. They do enterprise level work that has tens of thousands of engineers and designers all working simultaneously on big projects as they travel the world. Works for PC gaming too with good frame rates and resolution.
You can get the PCIE X2 version on eBay if you shop around.
https://aecmag.com/software-mainmenu-32/994-teradici-workstation-access-software
-
Polygonal Modeling
SubD Modeling (Catmull-Clark and other variants)
NURBS Modeling
BREP Modeling
Voxel Modeling
And now Implicit Modeling which has been devised in response to numerous problems encountered with BREP Modeling
https://www.3dcadworld.com/implicit-modelling-for-complex-geometry/
The problem is the fundamental way that geometry is represented. All the major CAD programs use boundary representations (b-reps) to define solid geometry. B-reps use topology, such as vertices, edges and faces, which are defined by geometry such as points, curves and surfaces. For example, an edge is a bounded region of a curve and a face is a bounded region of a surface.
B-reps work fine for relatively simple geometry. Older CAD programs sometimes used Boolean operations to combine primitive objects such as cubes and spheres. B-reps are much more versatile, allowing profiles to be swept and lofted, solids to be shelled and so forth. However, when features are combined with fillets and blends, or large numbers of features are included, calculating the topology becomes exponentially more demanding on the computer. Many modelling operations involve combining simpler shapes with Boolean and blending operations. B-rep modelling has to calculate all of the new edges that are formed where faces intersect. For objects with planar faces the individual calculations are relatively simple, but the number of intersections increases by approximately the square of the number of faces. For intersections between curved surfaces the edges are complex splines, making the calculations considerably more complex. When faces are close to tangent, things get really difficult.
Another issue with B-reps can be determining which points in the model are inside the boundary – the solid material. The method is to shoot a ray from the point in an arbitrary direction. If the ray passes the boundary an odd number of times then the point is inside the boundary. If the ray passes the boundary an even number of times then the point is outside the boundary. Since floating point arithmetic is used, rounding errors may mistakenly count boundary crossings when the ray is close to the boundary. There are also ambiguities such as when a ray is tangent to a surface or passes through a vertex – it is not clear whether this counts as a boundary crossing, or as two crossings. Because of these issues, additional checks are required to ensure that b-rep modellers are robust. This makes them mathematically inefficient.
-
Now this is the kind of talk I like to hear.
-
Parametrics are becoming more and more dominant
-
VBS3 is basically the military version of Arma 3. Both have the same technology behind them, though VBS 3 can handle 1500 users in a simulation at a time, allowing vast military operations to be modelled on a specific landscape without burning millions of dollars in fuel etc. There are other differences; Arma 3 is better graphically. If you're going to have a max of 150 users in a WAN or LAN game instead of 1500 you can do that.
Thus I tend to watch VBS3 news as harbingers of what is to come for Arma3. VBS4 is coming out. And that means that after 6 years there will probably be an Arma 4 with an all new engine. Too bad you have to be a government of a country with a military to buy VBS.
This just got published 6 hours ago. Go to the 4 minute mark and watch. I just blew my mind. VBS Geo server has taken VBS4 global. And, like MS Flight Sim 2020 it does amazing things with generating landscapes on the fly.
https://bisimulations.com/products/vbs3
Oh and if you're an Arma 3 fan like me you'll definitely want the latest upgrade to HAL (Hetman Artificial Leader). I downloaded and installed it last night. It was already being abandoned by its creator, Rydygier two years ago when I left off playing computer games; he simply didn't have the time. It's a powerful script that has been greatly improving large scale battlefield scenarios since previous versions of Arma.
It's been taken up by NinjaRider600 and he's published it as NR6. It needs a PDF but the addition of all sorts of new nodes for creating AI led battles is really excellent.
This is a a modified/updated version of HET MAN - HAL by Rydygier which includes various changes/upgrades concerning battlefield immersion, new features and compatibility with dedicated server. The functionality of the script itself is expanded and upgraded but works almost the same way as the original HAL does. For a detailed description of the original system by Rydygier, you can find his here. The original scope I had for this project was to add some immersion with better player to AI commander interactions but it turned out to be something vastly more complex. The intended NR6 HAL experience contained in the NR6 Pack, my main project which can be found above the introduction. There you will find tons of new utilities and scripts that expand the battlefield with the intention of making HAL an almost autonomous battlefield generator which would require as little mission making as possible.
"To acti vate HAL for one side, one of the units of that side must be named LeaderHQ. Essential also is the placement on the map of any object (for example, an empty trigger) named RydHQ_Obj1. The location is entirely your choice. Its position will designate a target point which the Artificial Commander will try to conquer at first (for example, a spot near the leader of the opposing side).
It's best to download it off Steam Workshop though. An effortless installation.
-
4.9.33 beta Auto retopo WOW
in General 3DCoat
Posted · Edited by L'Ancien Regime
wow, exporting from Zbrush to 3D Coat for its Autoretopo. Now that's something I never thought I'd see. Andrew must have been really doing something right.