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artofcharly

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Posts posted by artofcharly

  1. 23 hours ago, AbnRanger said:

    Yes, I agree with you, although I do think Mudbox would not perform quite as well if it had to paint Color, Depth, Glossiness & Metalness. I would hope that Andrew could optimize the performance (especially with large brush radius'...it is actually very good, in my experience, when a medium radius or smaller is used) to where it works more efficiently, even with the CPU engine. Perhaps there is some sort of software "stress test" to see exactly where the bottleneck is occuring, when large brushes are used. 

     

    I'm just a creative person, not a programmer =) So I don't know about any software tests, it's already @AndrewShpagin can only understand this video and test it =) My point is just to show how it works in other software. Why does it work faster? I don't know. I'm telling you, I've already tested several layers in 8K and it's the same. Mudbox has the ability to draw on different layers.

  2. On 11/24/2022 at 9:48 PM, AbnRanger said:

    I raised the same issue with Andrew a few years ago, using Mudbox as an example in the same way. A new GPU brush engine has supposedly been in the works, in the paint workspace, but there were a few issues that had to be dealt with before it could be made available in a public build. I know the developer working on it, was asked to do some other things in the app since...like adding GPU acceleration to some of the Voxel Brushes (that had been notoriously sluggish....even though they were CPU multi-threaded). It made a huge difference in those brushes. Hopefully, the new GPU brush engine for 3DCoat will have the same kind of impact. I think Mudbox's paint engine is GPU accelerated to some degree, and perhaps Substance as well.

    Nevertheless, one reason why the performance is so different when using large brush radiuses, is that 3DCoat stores 4 maps for every layer, whereas Mudbox only paints one at a time. Still, I hope Andrew can dig deep into this topic and find some ways to optimize the large brush performance and the Sliders (color, depth, glossiness and metalness), even with CPU multi-threading.

    Thank you for your message. Even we will have 4 different layers(spec,gloss, roughness and etc) - the perfomance is fast in Mudbox... I hope we can do the same in Coat.. Otherwise, there's just no point in this mode... If everything will be so slow...

  3. Hi @AndrewShpagin

    Here's how it works in Mudbox. I created an 8K layer and as you can see, even with a very large radius - FPS = 60. So we draw and blur in RealTime.

    Video:

     

     

    If you watch again that video I uploaded earlier - you will notice that with a large radius in 3D-Coat - we see lags and freezes or 2-5 fps while using Power-Smooth.

    Thank you and have a great day
    Best regards,
    Andrew.

     

    • Thanks 1
  4. Hi @AndrewShpagin

    Please check this issue with a perfomance on PowerSmooth Tool

    Steps - import model, select 2K Texture, paint wtih a big radius. And you will see bad FPS = 1-3, with small radius it 70-100FPS

    I tested it on 3080 with 16Gb VRam and the latest build - 3DCoat-2022-46

    For example in Mudbox 2023 - everything is fast, even with a very big radius... and 4K Texture. If needed - I will record a video example with it perfomance.

    Video with an issue:

     

    Thank you and have a great day
    Best regards,
    Andrew.


     

     

    Plane.fbx

    • Thanks 1
  5.  

    In this video - I show a new tool in 3D-Coat, which is named Power-Smooth. It allows you to make a smooth transition from one color to another, which is very useful when drawing masks for fur or hair masks for Ornatrix.

    The tool appeared recently and I am very grateful to the developers for adding it at my request. Especially for this, I created a branch in the forum -

    Previously, in order to get such a blur, you had to reduce the resolution of the canvas. For example, if your resolution was 2048*2048, you had to reduce it to 512*512 or even 256*256. In that case, holding down the SHIFT key would work. But this approach caused us to lose fine details which were not cached when we returned to the original resolution. This was very inconvenient. 

    Now, just select the Power-Smooth tool and blur the borders where needed.

    ---

    CONTENTS:

    0:00 - Choosing subtitles

    0:05 - Where can you buy dubbing in other languages?

    0:10 - What will be in this video?

    0:40 - Greetings and what this channel is about

    0:50 - How long have you been doing 3D?

    1:00 - About supporting the channel on Paypal and other platforms.

    1:15 - What's this going to do for you?

    1:30 - About Youtube-community.

    1:40 - About Instagram and my work.

    1:44 - Starting the tutorial.

    1:50 - What do you need to do to use the tool?

    2:16 - Loading a basic sphere to show how the tool works - using it as an example.

    2:28 - Fill the sphere - with white.

    3:18 - Drawing a few strokes in black.

    3:56 - Showing the previous method for a smooth transition of one color to another.

    4:26 - Talking about the downside of this method.

    5:11 - Demonstrating the Power-Smooth tool

    5:30 - Talk about its settings.

    ---

     

    Enjoy watching! 

    Sincerely, Andrew Krivulya Charly.

    • Thanks 1
  6. Okay, I've already recorded how the Blur Tool works in Maya, but I'd also like a feature that would also help in drawing hair masks.

    The point is that the strength of the color and blending depends on the pressure. I recorded an example in Paint Tool Sai, if you take a black color and press lightly - it will mix with the color that is on the object. If you press harder, black will show up stronger, same with white or any color.

    Video - 

    @Andrew Shpagin please improve blur tool. Because already tired of racing in Mudbox, when 3D-Coat better like, but there is not enough of this feature...

    Thank you.
    Best regards,
    Andrew.

    • Thanks 1
  7. Hi @Gorbatovsky

    It would be cool if we could add such a Workflow to 3D-Coat. It is often very necessary.

    For example, you make a model for the client, draw different masks... And then the client changes the model wireframe and UV... And makes a model with UDIM, not one channel...

    Just this method in MARI helps to solve the problem of transferring all the masks and textures to the new model - https://texturing.xyz/pages/transferring-single-uv-to-udim

    Please add this to 3D-Coat =)

    Thank you and have a great day
    Best regards,
    Andrew.

  8. Hi @Gorbatovsky

    You asked to write in this thread, although I created a thread for this problem a long time ago =)

    But it was still not solved.

    I found a solution with changing the resolution to smaller, for example 512*512px - then I do a blur and go back to 4K. But here is another problem - when I change to 512*512px, small details that were drawn in 4K are lost. I wish they were saved, like in Substance Painter for example.

    That is, there are two solutions to the problem:

    1. Just add more power to Shift so that we can blur the edges - like in Maya or Mudbox( like in 512*512px)
    2. Solve the problem with saving details from 4K when switching to 512*512 and back.

    Video with demonstration -
    At 4:08 - I show the problem with the loss of detail.

    Thank you and have a great day
    Best regards,
    Andrew.

  9.  I found a solution with changing the resolution to smaller, for example 512*512px - then I do a blur and go back to 4K. But here is another problem - when I change to 512*512px, small details that were drawn in 4K are lost. I wish they were saved, like in Substance Painter for example.

    That is, there are two solutions to the problem:

    1. Just add more power to Shift so that we can blur the edges - like in Maya or Mudbox( like in 512*512px)
    2. Solve the problem with saving details from 4K when switching to 512*512 and back.

    Video with demonstration -
    At 4:08 - I show the problem with the loss of detail.

    Thank you and have a great day
    Best regards,
    Andrew.

    • Like 1
  10. @Gorbatovsky

    Все- же не Done =) Потому что я хотел, чтобы именно Spine Tool работал с Edges. Мне нравится, что мы видим Spline и его точки и можем сразу же влиять на Scale в этой точке с помощью средней кнопки мыши и сразу же выдавливать, редактировать точки, менять их положение. Это возможно с Edges?

    Ты добавил выдавливание Edges с помощью Smart Extrude - но это не так удобно.

    Также хотелось бы просто выдавить Edges по сплайну - просто выбрать их, выбрать сплайн и нажать Enter - готово. Сейчас это тоже не очень удобно. Сначала мы берем выделяем Edges, затем конвертируем это выделение в кривые(лищнее действие), а уже потом выбираем сплайн и выдавливаем. Не удобно.

    Graph работает - done =) 

    Благодарю. Буду ждать улучшений именно Spine Tool. Потому что он кажется мне очень удобным.

    ---

    ENG

    Still not Done =) Because I wanted to make the Spine Tool work with Edges. 

    I like that we see the Spline and its points and can immediately influence the Scale at that point with the middle mouse button and immediately extrude, edit the points, change their position. Is this possible with Edges?

    You've added extruding Edges with Smart Extrude - but that's not as handy.

    I would also like to just extrude Edges on the spline - just select them, select the spline and press Enter - done. Right now, that's not very convenient either. First we select Edges, then convert that selection to curves (extra action), and then select spline and extrude. It's not very convenient.

    Graph works - done =)
    Thank you. I'll be waiting for improvements to the Spine Tool. Because I find it very handy.

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