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Werner_Z

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Everything posted by Werner_Z

  1. EXR export broken in 4.9.41 Here I exported TIFF at 16bit, as well as EXR Looks like the EXR has the wrong gamma. Reds looks orange.
  2. Yes. As you can see in my example video. In my case it crashes as soon as I hit Apply UV-set. Win 10 4.9.39
  3. Does anyone know of another way to merge UV sets into one Default UV without 3d coat crashing.
  4. This is getting very tiresome. 4.9.39. I exported a mesh from Marvelous designer and forgot to delete the Material Shader Path before importing into 3d Coat. When this happens 3d Coat uses all the panels as uv sets. There are only two ways around this. 1. Re import the model with no Material Shader Path's and start from scratch. 2. Move all the sets into one and Apply UV-set. I want option 2 as I already painted some textures and do not want to lose any work. If you press "Apply UV-set" it crashes. WHY? Sigh.mp4
  5. 4.9.38 Smoothing on imported meshes are extremely slow in surface mode. Even on very basic low poly meshes.
  6. Thanks Carlosan. I also sent support a message to request this.
  7. Here is an idea that can improve Smart Materials allot. It's called Texture Bombing. Tiling in Smart Materials are ok at best, and allot of work needs to be done, to avoid repeating patterns. Texture Bombing will take care of this by randomly scattering tiles onto your object with faded edges. This allows for seamless repeating patterns without noticing repeats. Here is a screen grab that shows the problem we all experience with normal tilling...even on tillable textures. Also, a link to a quick video showing this in motion in Houdini.(video not done by me) https://vimeo.com/179420990 More examples. https://dailyhip.wordpress.com/2017/02/07/texture-bombing/
  8. - Fixed surface corruption in voxel mode when the user switches from surface deformation to the move tool. Wow, that was quick. Thanks Andrew, you guys are doing an amazing job. Keep up the good work. I tested RES+ and Resample in the latest version, and it is much quicker. It still takes a long time to go above the 30mil mark, but sculpting is smooth as butter.
  9. Using surface brushes on a voxel mesh, then going back to Clay or Build brush causes major mesh errors. ver 4.9.20 3dcoat_mesh_error.mp4
  10. That bug has been in 3dCoat since I started using it years ago. I just gave up asking about it.
  11. Yeah, it would be great if 3dCoat had proper tools to work with UDIMs. Now I have to jump back and forth between 3dC and Houdini like a maniac. We need the ability to see and edit UDIM layout tiles all in one view. Something like Ctrl clicking on a tile would activate it, so that you can edit and re pack just that tile, without changing any of the other visible tiles. UDIMs are slowly finding it's way into games as well, and it would be in everybody's interest to get this properly integrated.
  12. Seems like Blender is heading in the right direction when it comes to this, in the new release. I will have to give it a go.
  13. Am I the only one trying to use 3dCoat for film work? I'm just curious, as UDIM workflow is industry standard for achieving hi detail information.
  14. I forgot to mention, that Res+ test was on a Surface Mesh. Resample to 20mil meshes takes just as long. I tested subdivision in zbrush on a 12mil poly model and it took 3 seconds to go to 45mil.
  15. I just tested Res+ in 4.9.19, and I don't see any speed improvements. It takes incredibly long to upres if you are in the 5mil range going up. I am talking about many minutes, which makes this way to slow for film work.
  16. Happy new year to everyone here. I am back from holiday and decided to start a discussion around UDIM's workflow in 3d Coat. I do not want to tell the devs exactly what to do, but rather get user input and suggestions to help develop a strong workflow. 1. My first request would be a basic automated UDIM tool to split islands into a selected uv tile amount. Here is a quick video from Houdini to show how this works. 2. Ability to split uv's to UDIM tiles based on layers from sculpt room. 3. Packing that is aware and non destructive of UDIM tiles. 4. Quick method to move selected islands to user picked UDIM tiles. Here is a explanation video for people who does not know what UDIMs are. UDIMs.mp4
  17. Thank you Carlosan. I'm away on holiday, bu will start a new thread on UDIMs once I'm back. 3DCoat caters really well for the games industry, but not so much for film quality. In my mind, better UDIM workflow can alleviate some of these problems.
  18. Here is an example. I made this model in 3d Coat for a South African movie. The sculpt process was super enjoyable and this was just before Sculpt Layers was introduced. It ended up being my no. 1 request after this project, just to see it introduced a couple of builds later. It changed everything for me. The one major problem on this little rhino was the 8 UDIM tiles I had to create. The workflow was awful and after many wasted and frustrating hours had to move to Houdini to get what I wanted. WHY? The texture painting was done in 3d Coat and this is where I started to realise how powerful Smart Materials would be if it was node based. Especially when working with UDIM's
  19. Wow, this thread exploded. I have not read all of it, but I have to agree with AbnRanger here. After years of using 3d Coat (used zbrush for many years before that) I found myself not even thinking about the underlying topology until I have to go to the Retopo room. I find this to be very refreshing as I do not have to worry about polygons or sub_d levels. This is such a great and artistic way of working. I don't need sub-D levels anymore. My work is mainly for film, so high res models are part of my everyday life. Before the dev team waste time on creating sub-D levels, I would much rather see a massive look into UDIM workflow improvements in 3d Coat. I say improvements, but actually there is not allot going on when it comes to UDIM's in 3d Coat. This is a real problem. Editing and working with multiple UV space is essential for hi-res work after the sculpting phase. Sculpt Layers opened a massive big door to us and I still feel like it is one of the better features they included over the last couple of releases. Now we need the power to use all the crazy detail we get from the Sculpt Layers in multiple UV tiles. Currently it is slow and very hard to work with, but can be fixed by introducing a couple of workflow enhancements. Better UDIM workflow and node based Smart Materials are much higher on my list of features I would like to see....with a sexier interface off course.
  20. That worked. Thanks AbnRanger. There are other areas that is still broken. like missing curves in Voxel mode. They are available only in Surface mode at the moment.
  21. Great work guys. I am missing the dropdown options in the pose tool. Did I miss something or is this a bug?
  22. You are right Ranger. Converting to voxels and back is a quick fix for any mesh.
  23. Thanks for testing this Carlosan. If I convert the model to Voxels and then go back to Surface mode, it works. There is definitely a bug here, and I will play around with this until I find a way to replicate it. -Steps was to start sculpt in voxel mode. -Increase the res of the Voxel layer to 2x or 4x -convert layer to Surface mode. My model is around the 2 mill mark. -Create a new sculpt layer to isolate noise on its own layer. -Apply noise and see 3D-Coat vanish.
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