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Werner_Z

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Posts posted by Werner_Z

  1. The falloff is just a multiplier. I don't care about changing that. Brush alphas takes care of that.
    Selection happens under brush radius. All we need is a "connected" or "Surface" filter. Job done.

    If the developers tell me they can't do this on the Move brush, I am definitely using the wrong software.

     

  2. Thanks for the replay sprayer but I think you are missing the point.

    I am not comparing 3dCoat to other applications to bash it.  I am bringing it up because of the fact that this has been requested over and over, and will improve
    the move brush allot for doing things like blend shapes.  It has absolutely nothing to do with Edge Loops.

    It is not that hard. The closest point under the center of the brush is connected to all other points through edges. It can be dense or it can be low res.
    If we had a filter that would calculate edge length by crawling, we could have the correct falloff.
    Take a look at this image. 
    The brush radius overlaps the bottom points and will affect them in 3dCoat. Other applications lets you choose how the points are affected inside the brush radius.
    Surface mode will pick the point on the mesh that is closest to the center of the brush. From there it will go to a neighbor point, and it will keep doing this until it reaches the outer circle of the brush. This means that even if the points are close to the selected point on the bottom part of this mesh and falls within the brush radius, it will be to far via edge crawl and would be excluded.

    This is super fast to calculate...even on hi res triangular meshes. Houdini allows me to do this on very heave geometry without a problem, and for this reason I export my meshes from 3dCoat to Houdini as obj, then do these simple move adjustments. Then I have to export back to 3dCoat to continue sculpting.
    I would like to avoid this and stay in 3dCoat until I am done.
     

    Surface_distance.jpg

  3. Good day fellow sculptors.

    I remember submitting requests for a more intelligent masking on brushes (especially on the move brush) over the years.

    This has been something of a workflow showstopper for me, and it has reached a point where I am slowly researching other software to replace my workflow. In other words, a deal breaker.
    My question is this. Will we see something of the sort in the new 2021 version?

    We need to have some sort of geo edge length detection, that can isolate areas through connection, but limited by edge path. Here is an example from 3d Coat. I have to use freeze masks to isolate
    the upper eye lid before I can push and pull. Also attached is a quick capture of how Houdini handles this.

    The new release of blender has silhouette masking in real time. Why would anyone battle with freeze masks in 3dCoat, when I can do this without thinking in blender or elsewhere.

    The same goes for proper UDIM support, but I will talk more about that in a separate thread.

     

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