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Silas Merlin

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About Silas Merlin

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  1. Silas Merlin

    3DCoat 4.9 BETA testing thread

    The only way to delete a strip seems to be by going to the folder containing it on your hard drive and deleting the file. If you right click delete in strips panel, it just keeps coming back.
  2. Silas Merlin

    3DCoat 4.9 BETA testing thread

    problem with display mode is fixed, thanks! However, there may be some related issues of the same type left. There were some in the paint room too but I can't recall now and they might be fixed. What is left for sure is this : sculpt room Drag and drop an image from outside choose "add reference image" adjust with the panel and click "close guides" >reference image disappears until you navigate.
  3. Silas Merlin

    3DCoat 4.9 BETA testing thread

    It's working in the sculpt room for Strips (can't check for smart materials, I don't know how to bring smart materials panel there) In paint room it doesn't work. the same strips panel shows a dropdown menu instead, with that option activated.
  4. Silas Merlin

    3DCoat 4.9 BETA testing thread

    There is a new bug since 4.9.33 also present in 4.9.34 (GL, haven't tried DX) In sculpt room change view mode (press 1 or 2 on alphanumeric keyboard for example) : the display does not refresh with the new view mode until you start navigating with the camera. same when you swith back to smooth shade.
  5. Silas Merlin

    3DCoat 4.9 BETA testing thread

  6. Silas Merlin

    3DCoat 4.9 BETA testing thread

    so I've been experimenting with that now, I'm not entirely sure I understand how this works, but if you don't have a paint mesh it does seem to make a copy of the sculpt mesh, albeit at a different scale from original. Anyway, following these steps you can get a copy with the same vertex colors.. only if you don't subdivide before apply (just like when importing direcly). So if you don't subdivide before apply like you suggest, you do get the vertex color, but subsequently using res+ won't extract more data from the original texture, it only copies nearby vertex color. ----- Let me explain my purpose maybe. Let's say I have a scan with 1 8k texture. I want to transfer all that data (16 million pixels) to vertex colour. I thus need a mesh with 16 million vertices to hold all that data. So far, the only way I have found to achieve this is to import a mesh that is already subdivided to my needs beforehand, and that has to be done outside of 3d-Coat. Sadly. Unless, (hopefully), I am missing something obvious.
  7. Silas Merlin

    3DCoat 4.9 BETA testing thread

    What is the reason why 3d-Coat won't bake vertex color from textures at import in the sculpt room in surface mode if you subdivide in tool options before apply ? I am looking for a standalone software to subdivide scans before import, but I can't find any. Doing this in Blender takes a tremendous amount of time and often leads to crashes, Blender just can't handle very large meshes like 3dc does. Would it be feasible to subdivide at import and still bake vertex color, or is that just too complex ?
  8. Silas Merlin

    3DCoat 4.9 BETA testing thread

    When you brush around the vertices of your retopo mesh on top of your high poly, using the brush tool, the vertex normals get recalculated at every stroke, which is immensely useful. The shading on the retopo mesh then lets you see precisely the angle of each face relative to neighbouring faces. All is well, except that brushing is often not enough. You often need to edit the geometry. It then becomes necessary to switch to the Add/split tool. I don't know about all of you, but having to switch between tools repeatedly is a pain. So, when I am with the add/split tool in an area that I know will require some more editing, I prefer to continue the brushing work with the add/split tool instead of the brush tool, until there is not more editing to do. And here is the trouble : When you move vertices holding RMB with the add/split tool, the vertex normals do not get recalculated when you release. Thus, the shading of the faces remains unchanged until you make an actual edit. Until then, you do not really see how your changes are affecting the angle of the faces relative to each other. Fairly recently, I stumbled upon a workaround : if you pressed LMB while dragging a vertex and still holding RMB with the add/split tool, no action would occur, but the normals would get recalculated. Saddly, this behaviour changed since V4_9-27 and still today with 4.9.30 Now, doing a left click while dragging a vertex and holding RMB counts as a regular left click, which means you are starting an edge, requiring to press escape to abort... making the nice workaround completely impractical.
  9. Silas Merlin

    3DCoat 4.9 BETA testing thread

    Cloth simulation pauses if you alt+tab to another application. (when 3dc is not in focus). Is that by design ?
  10. Silas Merlin

    3DCoat 4.9 BETA testing thread

    no amount of brushing will get rid of it, imho. Best start higher resolution than you need so that you can do this : Decimate > Clean surface That should get rid of it. if not, create a duplicate. repeat the operation decimate > clean surface on the duplicate until you get rid of it (don't worry about losing detail) then, when you have managed to get rid of it by repeating this process, subdivide until you have enough polygons to capture the details of the original. Then, use the reproject tool on the new, clean copy, to recapture the detail of the original.
  11. Silas Merlin

    3DCoat 4.9 BETA testing thread

    Are there plans to restore the "pick pivot" button on the transform tool in sculpt room ?
  12. Silas Merlin

    3DCoat 4.9 BETA testing thread

    I'd tend to use a new layer, yes, but I would use the copy tool to put some voxels in it where I want the cloth to "stick to current object".
  13. Silas Merlin

    3DCoat 4.9 BETA testing thread

    New cloth tool is.... such a huge step forward compared to what it was before! one small issue : 3dc has trained me to Shift+click to smooth. With cloth tool, Shift+click smoothes the current vox layer, not the cloth being simulated. Could that be changed ? Also, could someone please tell me what are the default gravity/friction/roughness/stretchness values ? I have played with them without thinking to take note of the default. and I don't want to reset all 3dc just for that. Thanks.
  14. Silas Merlin

    3DCoat 4.9 BETA testing thread

    Make sure that "show displaced mesh" is unchecked in view menu
  15. Silas Merlin

    3DCoat 4.9 BETA testing thread

    Pick pivot is missing from transform tool
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