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Silas Merlin

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Everything posted by Silas Merlin

  1. When you right click > move a stencil to a different folder, the .json file does not get moved with it.
  2. A problem with keyboard shortcuts is that the panel for the tool has to be present in the ui. Moreover, if the shortcut is to something in a specific folder on the panel, that folder has to be the active one for the shortcut to work. Example : -A shortcut for a shader will activate that shader only if the shaders panel is present, and only if the folder that shader is in is visible.
  3. I personally dock the stencils panel in the sculpt room, however, depending on your needs, it may not be necessary : the stencils panel is always available in the activity bar top right of screen
  4. I love your video ! two things : -I think you don't need to go back to paint room to set up your stencil. -CTRL+Voxhide brings back colors ONLY IF you have volumetric paint disabled. Sadly, the setting seems to be global, and not per tool (or maybe it is best that way, I don't know),
  5. When English is not your first language it would be very difficult to always remember to not use international characters when naming files and folders... Wait, scratch that, I say it would be impossible. What is misleading is that sometimes 3d-Coat 2022 will open files that have international characters somewhere in the path, but at the time of saving it will be incapable of doing so, with, or without a warning. That is, sometimes you think you saved the file, but it did not. So there are three scenarios I have encountered : -3d-Coat 2022 is unable to open the file until the folders and/or files have been ranamed. -3d-Coat 2022 will open a file but will issue an error when saving the file. -3d Coat 2022 will open a file, and appear to save it, but will not. (the only hint is that there will be no progress percentage shown in title bar for the zipping of the file).
  6. I installed 3dc-print just now and tested what I suggested.... Sadly, it does not work. To me the auto pick makes the whole software unusable.
  7. Here is a method you can use to apply smart materials with depth. (by temporarily switching to surface mode)
  8. Excuse me but I think this behavior is expected and very desireable. When holding CTRL to carve into the volume you are revealing the volumetric color inside. If you wish to carve into the volume and paint at the same time, don't use CTRL, but tick "use as vox hide" instead : this will do what you want.
  9. At present the smudge tool smudges the voxels only, not the volumetric paint. I think it would be interesting if you could smudge the colors also.
  10. I have not tested that, but I think the clip masks will still be there after retopo and baking to lowpoly.
  11. Using volumetric painting to create clip masks that will be retained in surface mode for appying smart materials including their depth component. As for things to make this easier, maybe a simpler way to set layers as clip masks ?
  12. I don't understand what "depth value modify metalness" is and where it is located. That said, volumetric painting does work with roughness and metalness for me, and it does paint those according to the "voxel paint depth" value.
  13. Thank you so much for .35 This is all very exciting. Is there a way to get this setting in Sculpt room ? I don't know where it should be, but at least for the projector "fill layer with projection" and for when you go from surface vertex painting to voxels volumetric painting. --- Could 3d-Coat possibly remember the "UseVoxelColor" setting separately for different copies of a single tool ? here is an example, I have two copies of Wet Clay, one that I use as Vox Hide. I want to use voxel color on the regular Wet Clay, but not on the Vox Hide copy The reason is that when UseVoxelColor is activated on the Vox Hide Wet Clay, then if I hold CTRL to unhide, I get the new color instead of the old one.
  14. you mean the video above with smart materials ? I think it is rather comfortable as it is.
  15. I am uncomfortable speaking while making a video, so I'll explain in text. I fill one layer with the first smart material, with a voxel depth of "2" Then, I fill a second layer placed UNDER the first with a second smart material with a depth of "4" the depth works both inwards and outwards, where there are actually no voxels yet. The second smart material is invisible on the volume at this stage because at this initial stage, the first layer is the only one that is seen on the volume. Now, I move to the sculpt space and sculpt on the existing volume, using a stencil (the stencil is not necessary). In this video I sculpt "over", but it would work the same way were I to carve into the volume : the depth of the first smart material is 2, and that of the second is 4, therefore, any voxel that becomes visible due to the sculpting will show the second smart material, and not the first.
  16. Here is a thing I would try... a "hack" of sorts I guess. but if it works, since this is a public space.... well, the ability might be removed by the powers that be. anyway, try this : Install and open the full version of 3d-Coat. Create a keyboard shortcut for "auto pick" (hover over the box and press the END key, then your key combination). Now, close 3d-Coat and open 3d-Coat-print and try the shortcut. If it does not work, it may mean that 3d-Caot-print and 3d-Coat are not using the same folder in documents. If that is the case, locate the options_hotkeys.xml file in both, and duplicate the entry for the auto pick shortcut from one to the other. Or, you can skip all of the above and simply insert this in your options_hotkeys.xml fils : <OneHotKey> <ID>AutoPick</ID> <Room>Voxels</Room> <Code>0</Code> <Ctrl>false</Ctrl> <Alt>false</Alt> <Shift>true</Shift> <AllowStack>false</AllowStack> <UserDefined>1</UserDefined> </OneHotKey> the shortcut here being SHIFT+0 (that's zero, not the letter o) PS: I don't know if 3d-Coat-print has a specific room other than "voxels", if so, just remove the word Voxels from the xml above.
  17. It's been like that for a very long time the workaround is to always hold RMB while navigating with the spacemouse in render room.
  18. 3d-Coat 2022 is unable to save .3b file in a folder that has has special characters, probably depending on how they are encoded ? I don't know anything about character encoding, but I'll try to describe the problem anyway : Here is the same word "Baker's", first time is copy/pasted, and second time is typed in directly If you create a folder and name it the way it is encoded in the first instance, then 3d-Coat will be unable to write the file. If you are lucky, you will get this message : Then, you know that there is an issue and you can fix it. If you are unlucky, you only discover that the file was not saved the next time you try to open your File. In windows explorer you will find two folders : the original one, and a second, empty folder or sometimes a file that is not a folder, with a truncated name that ends abruptly just before the problematic character :
  19. I think the new possibility to set the depth of the painting into the voxel volume is great for 3d scans. However, I don't think people will understand intuitively that they first have to go to paint room to set the depth before they go back to sculpt room and turn their surface model into voxels.
  20. here is a video demonstration of what I was explaining in the previous post.
  21. I wonder, would it be useful to have in the bottom bar an estimation of the surface of the current volume in square meters ? This way, I think maybe we could make parts that will have roughly the same pixel size after retopo and unwrap ?
  22. Sorry I find this so late. Assuming this is in Sculpt room : In a case like this and to answer most of the questions, I think, use transform tool and look closely at the tool options panel : click : To center mass click : To main axis (This will have 3d Coat "guess" what the orientation of the model is.) Then, in the position fields, you can type 0 for each of the axis to get the model centered on the origin of the scene. Then, I am afraid you will still need to rotate by hand if the model is not aligned to the grid. I guess, to check if you did it correctly, you could click on "Reset axis", and "To main axis" one after the other to see if they are both the same. If you want the object to rest on the ground plane rather than be centered on it, you can right click the volume and do "Snap to ground" Now, assuming the object is in paint room : -Go to retopo room -Mesh menu : take mesh from paint room -Go to sculpt room -Geometry menu : "Retopo mesh > Sculpt mesh" -select transform tool -check the box "conform retopo mesh" at top left of screen (now, do all the steps in the previous section to align the mesh, this will align both the copy in sculpt room and retopo room) -When you are finished aligning, hide or delete the sculpt copy -go back to retopo room -Bake menu : "update paint mesh with retopo" --- When importing a lowpoly I think it makes more sense to import it in the retopo room first to see if changes need to be made before painting. Then you can take a copy to sculpt room if needed. and when you are done you go back to retopo room, and in the bake menu you choose "retopo->Per Pixel (no baking), unless you created a high poly version in sculpt room either by subdividing or by voxelizing and then adding sculpted detail, in which case you would bake with normal map. If the lowpoly has textures, on the other hand, you would still import it in paint room first, load all the textures except the normal map. If you don't have a displacement map, import the albedo/diffuse as a displacement map. After you have done all this, save your work as a .3b file. Now, in the bake menu, do "take subdivided paint mesh to sculpt room" The tool will calculate the required resolution to hold all the pixels on vertices. This might be too high, depending on your hardware, but it should work. (if it does not, go back to your saved copy and lower the desired number of vertices when doing the operation) Now, you have a high poly version of your model in the sculpt room with all the paint information delete the paint object. re-import the model in the retopo room. Now you could align the model as described at the start of this post. Then you can do al the changes you need to make to the sculpt mesh and retopo mesh before you "bake with normal map" from the retopo room.
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