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JoseConseco

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Posts posted by JoseConseco

  1. This. It makes no sense to have different  workspaces/rooms if  hotkeys are shared. 

    90% of usability in blender modeling modes/rooms/workspaces is that they can use same hotkeys for different functions. 

    like D - key for sculpt brush, should not move us to  Draw brush in paint mode.  
    The way it is now, if I assigned D-key to sculpt brush, then it means I cant use it anywhere else (only in sculpt mode)

    • Thanks 1
  2. I just wonder,  one of 3dc users fixed 3dc 'open file dialog'  crash - by switching to different file manager. Is there option, in 3DC, to tell it to use 'nautilus' file manager (from gnome) rather than  'dolphin' (from kde)?   I know that firefox has option - to tell it which file manager it should use.   Maybe this could fix the crashes for me (I'm on manjaro - kde - which uses Dolpin file manager) 

  3. Ah, guys, I was right in first post - this issue is linked to the number in square bracket. It was [4] so I used  'increase object 2x'   twice, to get rid of [4], now sphere is huge but resolution is ok:

    image.png.16ec9338e18d3a3893a3184a944ba879.png

    3d coat devs, please,  fix it - so that subvisions detail does not depend on object scale (just  dividing  'DetailLevel' / [number in square] -  should do the trick I think) .

    Also is there way to get rid of number in square, but without scaling up object? (kind of  'apply scale' from blender ) 

    • Thanks 1
  4. Sphere in 2d Character preset sculpt : 

    image.png.0efcc09f5b7ef20ed738f68a412dd0eb.png

    Vs  sphere in clean scene

    image.png.50c7e0b05c3281cc5bea826b657541da.png

    Remove stretch was off.  Same  DetailLevel (1), same (screen) brush size  but obviously density is not same.  I even tried with same absolute brush size -3, and it subdivides way more in mannequin scene.

    I also tested 3 sphere sizes (on same scene) but in there everything works fine.  

    I would imagine setting DensityLevel  to 0 - would not tessellate geo, but obviously it is not the case in character preset model. Even if I set it to 0, it still subdivides model a lot. 

  5. Look like you have been able to recreat it above? In my case it happens on default surface sculpting character that comes with 3dc.

    image.png.5fcb4a4ea74bad9ad2a174a0a6b8c1b9.png

    This makes app very slow, since character is way to dense if I used  auto-subdivision. Just to be clear - subdivision density should not depends of scale of object.  It should depend on brush size only - in screen space. I bet, right now, 3dc is using absolute brush size, which is not what u would usually want.

  6. Even though -auto-subdivide value is very low, it still add huge amount of tris.

    image.thumb.png.077606e41acb70894c73af6810acbced.png

    Maybe its related but number in square bracket is quite large:

    image.png.31e7cb6126442c94eba93cd0d56aa1e1.png

    But it is for voxels, and I'm in surface mode.

    In the end subdivision should be linked to brush size, and obviously it is not... Is this bug?

  7. Hi, I'm not sure why but 3dcoat seems to heat my cpu quite a lot compared to zbrush or blender. It causes my pc to crash with blue screen. I have non problems with sculpting in blender with dynotopo or  in zbrush.  

    Even if I sculpt without Live Clay my CPU is getting hot. Similar thing with texture painting.

    I'm on latest 4.7 release.

  8. @Jose...

    Could you explain more about inserting a new mesh to a layer...  maybe show a picture... Not sure if you are talking about importing a new mesh to a layer, adding a primitive, models panel, cloning etc...

    Was the external normal map created in blender?  Not enough information for testing... more details needed.

    If possible share the 3DC file and external normal map for testing. You could pm me with a link to download...

    About importing mesh, I figured out what is happening. Basically when I has symmetry enabled and I want  to import tool (from left toolbar, or space menu) 3dc is creating 2 copies of mesh. And if I have option 'import as child' enabled, 3dc is creating left copy for parent layer, right copy for child layer:

    nSVfjsv.jpg

    Also I finally get it, why sometimes putting simple sphere on center of scene fails. If I have symmetry enabled 3d coat is booleaning left and right copy, which are overlapping 100%, and that is why it fails to create sphere (because boolean fails).

    I wish Andrew prevented this, by checking obj. position on mesh addition. So if object x position is ==0, then just make one copy, without boolean, else make right and left copy, with boolean.

    And if 'import as child' is enabled just put both copies into single child layer (not one to child, one to parent layer, like it is now).

     

    About importing normals, sorry I can't share the file.  But basically, when I import second normal (from external file) 3dc messes up green chanel display in 'relief only' display mode. And if I export my uv painted object, throught file-> export obj & textures, normal green channel is flipped too.

  9. I added mesh display bug on mantis: http://3d-coat.com/mantis/view.php?id=2062

    How about inserting new mesh into layer? Can you recreate it too?

    Also I had problem, when importing second normal texture, to paint room. They seems ok, but when I switch 'relief only' shaded model normals seems inverted. And they are exported inverted too (but. I use blender preset at import time - for normal)

  10. Hi guys I made this feature request on mantis (feel free to add +1 if you like it):

    http://3d-coat.com/mantis/view.php?id=2039

    I don'n know how 3d coat defines default material, that is restored when 'reset' button in pressed in SMat editor, but it seems buggy. But instead of fixing it, I would much rather prefer to change the way it work.
    In some painting apps (krita, pss, cps) there is feature called 'dirty'(temp) brush. It works like this:
    - default brush settings are stored as 'master' backup,
    - any tweak you make to brush now, is saved to 'dirtty' version (original 'master' version is not destroyed), so we can change brush spacing and it is saved in dirty presed
    - if we want we can reset 'dirty' brush to 'master' backup by pressing 'reset do default'.
    - there is also button 'save dirty' preset to 'master - this saves current brush settings to 'master' version.
    I think this would be great way to handle smart material edits, as sometimes you want to change stuff, but then you would have ability to 'revert to master' version, or save tweaked 'dirty' preset to 'master' version.

    • Like 2
  11. Michaelgdrs, I had simiar problem. I had old Smart Materials in folder 'OldMat'. I moved skin smart material from 'OldMat' folder to newly created 'Skin' folder. Now there are two duplicates of skin materials: one in 'Skin' folder - as expected, but second copy is in 'Wood' folder - and all default wood materials are gone! 

    So while moving SmartMaterial from old folder to 'skin' folder, 3dc erased wood materiasl ! and put copies of skin materials into it! Not good. I better backup my material library.

    • Like 1
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