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Silas Merlin

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Posts posted by Silas Merlin

  1. 17 minutes ago, Metin Seven said:

    Hi,

    When I use the Pose tool in Normal Extrude mode on a Voxel layer, it behaves oddly:

     

    When I exit the Pose tool and press Enter to revoxelize, then activate the Pose tool again, it works as expected:

     

    @Silas Merlin told me that it is probably due to having used a Surface-type tool (Clay / Draw) right before initiating the Pose tool, but that should have been fixed in the latest 3DC 2021 version(s). There should be auto-revoxelization before using the Pose tool.

    To me there should be voxelization when EXITING a surface tool in voxel mode.

    • Like 1
  2. 31 minutes ago, Andrew Shpagin said:

    Converting Normals->displacement is a challenging task. I know how to recover, it is used in materials, you may pick normal and get displacement, but it is much more difficult for uv-mapped models. I think there is no software that can do this. Some day I will implement it, but now it is not done.

    thank you very much for the clarification.

    Here is a workaround : in addition to importing your model and textures, go to the textures menu > import > displacement map > (import your diffuse there)
    this will be taken into account when subdividing into sculpt room.

    Yes I know it is not the same as recovering normal map data, but at least it is something. diffuse is sometimes used that way for 3d-Scans to create a little bump. It is "fake", but it works.

    • Like 1
  3. 45 minutes ago, Daffyd said:

    Hi, everytime I am using the newer Feature to Bake the subdivided Paint Mesh into sculpt room with Vertex color, 3DC is crashing. Has anyone else this Problem?  I tested 2021.91 and 2021.66 with different models. Crash Reports are on the way.

    Cheers.

     

    Tried just now, twice, once with the target number of vertices 3d Coat offered, and a second time with a much higher number, resulting in a 25 million polygons mesh in sculpt room.

    tested on .91 choosing paint uv mapped mesh on splash screen, then importing a model with a 2k texture.

     


    That said, I got a crash trying to import a collada for this test.

  4. 1 hour ago, sprayer said:

    It should be problem in something else, i used fill tool today and it fill very small holes, but i have big vox resolution(8x)

    yes, problem appears when there are few voxels.
    I tried to show in screenshot this is with template head from splash screen. don't increase resolution.
    cut a thin slice and then make holes in it, then try to fill : you can't, with fill tool.

    here is wireframe

    image.thumb.png.3745854839728ce248bbc6a93f98a108.png

     

  5. About Move tool.

    ever since I saw what topological move does, I have been wondering if it would be possible to do something that in my view would be even more awesome and useful :
    what if move tool ignored areas that are connected but distant surface-wise.
    for example you grab a leg. the other leg is within area of the brush, but it gets ignored because it is on the other side of the volume, so to speak. (connected via the hips).

    Usually you would do this with
    pose tool, which would allow for rotation, of course, but, what if you just want to move something quickly. it is a bit cumbersome to have to do a pose selection for something simple.


    -----


    Speaking of pose tool, it would be really useful to get the old "pick pivot" button back for pose tool and Transform tool. This is greatly missed.

    • Like 2
  6. I am showing this issue with the Extruder tool but really it exists to some degree in many other tools :

    When you hold CTRL and draw a stroke with a lot of pressure, 3D coat will cut a disc all around the alpha.

    I am using the third default alpha.

    When digging into a plane it won't do this, because this flat disc seems to be just behind the surface.
    It will happen when there are "walls" around the stroke. In short, when you are repeatedly digging into a volume.

    It is very annoying and disrupting.


     




    ------

    Now there is another problem with high pressure. when the pressure is very strong, a stroke will produce blocky, pixelated voxels.
    Also very annoying and disruptive.
    This happens both holding CTRL and not holding it.
    here is with Extruder, holding CTRL :

    image.thumb.png.467043e1d6f25576a161b9f6b2b9666b.png

     

    and here with Grow tool without holding CTRL :

    image.thumb.png.80da074d8adead2d78d92aa861974236.png
     

    • Thanks 1
  7. 1 hour ago, Kumoshi said:

    Bonjour, j'ia soucis de stylet, lorsque je veux peindre sur mon modèle et use j'appuie sur un endroit de mon mesh c'est mon modèle qui tourne et ça ne peint pas.

    Quelqu'un aurait il la solution svp?

    C'est sans doute que vous avez cliqué un peu en dehors du modèle :
    Par défault, la navigation dans 3d-Coat est telle que  vous tournez la vue en restant appuyé sur le clic gauche en dehors du modèle et que vous bougez la souris.


    appuyer avec un stylet équivaut à un clic gauche.

    Dans un premier temps, essayez d'appuyer bien à l'intérieur du modèle, pour voir si ça peint ou non. Si non, je crois qu'il y a effectivement un bug.
    Si oui, soit vous faites bien attention là où vous appuyez, soit vous allez dans le menu caméra > custimize navigation pour changer le comportement du clic gauche (LMB) à l'extérieur d'un objet

    image.png.ca4208b9d15e01f68a486c45b7cf3d93.png

    image.png.60564ee2714a2b4df4435dd875c0c943.png

  8. On 12/22/2021 at 12:10 PM, Carlosan said:

    GLTF.jpg

    Export to Gltf: You can export using 2 options:
      - Gltf Separate (.gltf + .bin + textures): export to separate files.
      - Gltf Embedded (.gltf): use this option to export with embedded textures included.

    Yes that is really cool, thank you.

    There is just one confusing thing. Not with export from sculpt room as in your example, but when exporting from paint room, where there are textures to embed :
    if you export as embedded gltf, the textures are also exported out of the .gltf file, separately, in addition to being embedded.


    Also, I was wondering, is this a first step towards supporting the format ? what about .glb, and also, importantly, what about importing those files ?
    Thanks.

    • Thanks 1
  9. 4 minutes ago, milhouzz said:

    mmm i tried this but act the same.

    just as a comparison, this is from previous build (4.9), ctrl drag kind of act like the cut actually when using sphere tool, and you can define a depth limit, i mean no big deal i can switch to cut tool to achieve what i want

    ah yes, in 4.9 it cuts everything both in front and behind.
    so yes it would be nice to have this old behaviour for the sphere tool, and keep the "in front of plane" behaviour for the 2d-paint tool (it worked like that with 2d-paint even in 4.9).
    so that we can switch tools depending on the behaviour we need.

  10. 42 minutes ago, milhouzz said:

    hey might miss something here but i was using the sphere tool in lasso and when using control it doesn't remove voxel anymore like before, i can only add on top.

    at the end of the video you seem to manage to remove voxels a little bit in the corner.

    CTRL+Sphere + lasso works here on latest build.

    Here is what seems to be happening in your video :
    you are using sphere with "draw from first point" ticked. This means that the plane in front of which you will be cutting (CTRL+lasso will cut anything between the plane and the camera)
    is defined by the last point touched by your brush when you start pressing LMB.
    In your video you are in a view directly from above your object when you cut. therefore the plane corresponds precisely with the plane on your object : there is nothing to cut.

    Now, try this :
    -untick "draw from first point", and do the same thing, but this time take care that the last point your lasso stroke touches on the object before releasing LMB is behind those blocks you created on top of the largerr shape.
    > Now it will cut something.

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