Jump to content
3DCoat Forums

Silas Merlin

Contributor
  • Posts

    847
  • Joined

  • Last visited

Everything posted by Silas Merlin

  1. In Sculpt room, with "conform retopo mesh", the retopo mesh is quasi invisible to me. Is there a way to make it more visible ? I did not find an option. Also, would it be possible to make the edges of the retopo mesh thicker ? Thanks.
  2. Please make it so that when you "fill layer with projection", the voxels inside the volume are painted too. Also, it would be very useful to have a checkbox for "ignore back faces" when filling layer with projection. In this case, the voxels could be painted, maybe half-way into the volume ?
  3. Strips not working with paintbrush, condition painting not working either, but I guess it is just not implemented (yet?)
  4. There should be a new panel with very basic painting tools on it that we could call in sculpt room (color palette, roughness/metal box with slider, paint brush, fill tool, clone tool...)
  5. In addition to tools picking up the paint under the brush (clay tools for example), here is another request : The ability to define color/gloss/metal for new voxels (for use with Sphere tool for example)
  6. I have finally decided to switch over to 2022 (I was still using 4.9 up till now and only using 2022 to check out the new features). The reason I am switching over now is Volumetric Painting. The reason I have not switched before is that there is loss of functionailty between 4.9 and 2022 and the things lost were essential to me. I wish those things could be restored of course.... but I'll try to adapt. I have talked about those issues here before, repeatedly, to no avail. Mainly these two things : -Grow was a powerful, magical tool in 4.9 now it is mostly useless. -you can't use CTRL+Extrude to carve into a volume because the sides of the alpha become a solid block Moreover, there are new annoyances. the most important being the dropdown menu to switch rooms as opposed to visible buttons in 4.9 Anyway, I am now willing to try and switch to 2022 because of volumetric painting. I am also glad to regain access to awesome features like translation symmetry. (projector kept working for me in 4.9 despite being disabled). ------------- I notice that decimate works differently now. I think it is much better but need to test it some more. However, there is something very annoying about it : If you decimate a second time, the target is... the current polycount, so, you have to enter a new target each time, and click on OK instead of pressing enter key on keyboard, because enter key does something else. Another point about decimate : This is a tool that would be very useful to have in retopo room, but sadly it has always been missing there. It would be nice if you had decimate in the "selected" section of the retopo room. So that you could decimate only a selection of the retopo mesh, like you can presently do with the relax tool. One problem I had with 2022 before was suddenly fixed when I re-associated .3b files to 2022 : when I opened 4.9 files with 2022, all the shaders would look black. Now that I have reassociated the .3b extension, here is the behaviour : If I double click on an old .3b file to open it, the shaders display correctly However, if I use File>open, I get this :
  7. Untitled.mp4 There was this very interesting behaviour in 4.9 : You could assign keyboard shortcuts to vox layers, and these shortcuts would depend on the order of the layers in the sculptree. Which means that you can replace, reorder the layers and the shortcuts would update to the new order. In 2022 this is lost. the shortcuts are now for specific layers. Which not only breaks this cool behaviour, but also does not make sense, because you have shortcuts to specific layers in a given .3b file. Shortcuts that will not work in other projects.
  8. Volumetric painting is lost when you "objectify hidden"
  9. I truly believe that when you "objectify hidden", the hidden voxels in the original layer should be automatically deleted.
  10. about the old problems back from february : increase resolution now preserves volumetric paint. "To global space" still breaks volumetric paint. "fill layer with projection" still converts to surface, but this is no longer an issue since color gets transfered from surface to voxels now.
  11. What if individual voxels could be made translucent ? (and gloss would still show) (but how would that work when baking to a uv-mapped mesh?)
  12. copying my message from developement thread : It is really good that now the paint moves along with move tool and pose tool. This will be very useful. However, the painting is a very thin layer on the surface of the volume. I think it would be good to : -paint much deeper into the voxels. -when going from surface paint to volumetric painting, to bake the colors all the way to the center of the volume. -Make new voxels inherit the painting under the brush (for example "Soft clay", or "Build", but I mean every tool) I notice areas get pixelated sometimes, but not sure when yet. here is one case in which the roughness only get pixelated, along the curve.
  13. Volumetric painting, 2022.30 : It is really good that now the paint moves along with move tool and pose tool. This will be very useful. However, the painting is a very thin layer on the surface of the volume. I think it would be good to : -paint much deeper into the voxels. -when going from surface paint to volumetric painting, to bake the colors all the way to the center of the volume. -Make new voxels inherit the painting under the brush (for example "Soft clay", or "Build", but I mean every tool)
  14. they should. they used to. if they don't I'd say it's a bug. However, I think it would be useful to have a new tool similar to add/split that would be immune to auto snap, and that would not merge vertices (which add/split does). The purpose of this new tool would be to help fix snapping errors easily.
  15. Quand vous travaillez avec les voxels vous ne vous préoccupez pas des arrêtes et des points, seulement du volume lui même. Dans ce cas les arrêtes et points n'ont pas d'importance car tout le maillage est temporaire. Il ne sert qu'à visualiser le volume que vous sculptez. En mode surface, dans le même espace sculpt, là vous pouvez vous préoccuper des arrêtes et des points, mais seul Move et Pose vous permettent réellement de les controler avec précision, à mon avis. Non, si vous voulez travailler sur les arrêtes et le points avec la même précision que dans les autres logiciels que vous citez, seuls l'espace retopo et modeling vous le permettent.
  16. (Le présentateur me fait penser à Che Guevarra) Je ne comprends pas bien pourquoi vous avec besoin de commencer par la retopo ? Il me semble que ça serait plus logique de créer cet object avec des voxels et de faire la retopo en dernier.
  17. Si je comprends bien vous voulez utiliser les outils de l'espace sculpt sur votre maillage retopo ? Si oui c'est plus ou moins possible, (sculpt room : geometry menu > retopo mesh -> sculpt mesh) mais il y aura triangulation du maillage et vous n'aurez accès qu'aux outils de mode surface, et les outils live clay détruiront votre maillage. cette opération n'a de sens que si vous vous contentez des outils Move et Pose, avec l'option "conform retopo mesh". cela vous permettra de bouger les vertices facilement. Pour en ajouter, il faut le faire dans l'espace retopo, puis remplacer la copie de l'espace sculpt par une nouvelle copie si nécéssaire. Il me semble donc plus judicieux d'oublier l'espace sculpt et de continuer dans l'espace retopo, où vous trouverez des outils d'édition puissants sans perdre les quads.
  18. Here is the downloadable model I mentioned. Good for testing automap when re-making the automap algorithm, imho. https://sketchfab.com/3d-models/angel-of-peace-for-ukraine-cb3bbb108e0d4d2f86e521e72d83025f
  19. When working with 3d scans, it is often not possible to stay below the recommended 50k triangles in the retopo room. Much of the work has to be done in the retopo room, vertex by vertex. I recently worked on a 1 million polygons mesh in the retopo room. The workaround I found to make this possible was to : -move a selected portion of geometry to a new retopo object layer -move the selected portion to a separate uv-set -hide all other geometry. This made it possible to work with almost acceptable lag, considering. When you have too many polygons in the retopo room, only uv-path tool can be used of the uv tools. Which is fine, really, but the problem is that unwrap preview stops working with high polycount. This means that it is necessary to unwrap periodically and then inspect closely each island, zooming in at the triangle level in the uv preview panel, to detect islands that need to be cut up further. then unwrap again, inspect, etc. also, as noted in my previous post, automap goes crazy at high polycount : in areas it will create one island per triangle. My question is : is it possible in future to make the retopo room capable of dealing with high polycounts without lag, and with all the tools working ?
  20. About automap again. Aside from the crown example, here is another one : A statue with a lot of folds in cloth and a high polycount (900k) 3d-Coat will create big complicated islands that follow the folds and intersect with themselves. Also, for some reason, in some areas it will create one island per triangle. Also, in this case, a separate island is placed over the big island, with overlaps. I have tried automap on this model both in 4.9 and 2022.07 with exactly the same result. I believe this model will eventually be available for download on a friend's account, so I think it can be used for testing and hopefully improve the automap feature.
  21. It feels wrong to give feedback given the current situation. However, since there has been a new build, I guess it is alright ? I tried to see what changes were made to the automapping method without success. What I found is that what seems to me to be the most problematic aspects are still there : -imagine a mesh of a statue with a crown on the head. All of one piece : automap will necessarily fail in that area where there are two distinct surfaces close by facing the same direction. There will be a large island with overlaps. sometimes 3d-coat will make separate islands for the part of the head that is directly behind the crown, but there will still be overlaps in the deepest corners. -after automap, if you edit an island manually, that is, if you add seams to cut it up further, when you unwrap that island, you are not given the choice to use the same unwrap method as the one automap uses. The method automap uses is able to unwrap complicated islands that no other available method can unwrap correctly. On another subject, namely quality of life, I think it would be good to add something to the layer blending panel : -right click on a value to reset to default in the layers panel, it would be good to be able to scroll through the color blending modes, as opposed to how it currently works : click on the scrolldown menu each time you want to try a different option. Same thing goes for the panoramas : the ability to scroll through them would be nice. (also, having the current one highlighted, and the panorama name visible).
  22. There is one problem with this : In the version of 3d-Coat you are using, sculpt layers are not enabled. What this means is that when you paint the sculpt model with a smart material, with depth enabled (blue ball), the displacement will be permanent the first time you fill the layer. If you fill a second time or more with the same or another smart material, this will be added to the displacement, not replaced.
×
×
  • Create New...