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tokikake

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  1. I can easy reproduce this issue, but still do not know how solve it and what actually cause this. eg if it may be solved with padding setting etc.. or I should not use split vtx normals... or if there is another user preference setting which related this matter. I tried change resolution, or change UV island expand for some non painted parts. (divide UV set to separate island (UDIM) may solve some issue. ) and remove seam too. (but keep same UV island and return to paint room) etc. . so I think some part can be painted now. at same time, when you hide all layer of this robots mesh,, it sitll remain some float verts. it never disappear from paint room untill I remove the object. so I think the geometry related too.. ( though I know this robot is offered to learn paint, and most of case it is good enough if I use in render scene.) but if it had worked, then change with versions, I hope to know the reason.. so I can avoid it when I see same issue for painted mesh...
  2. Thanks!!! it seems great for me! And if you keep up-date smart material (or node type editor ) I hope to get option for smart material paint, " without tiling " . at current view can show one image, with toggle,, but after all when paint with blush, it paint as tiled then I often need to use freeze or spline . (I know we can use blush color, or Spline image tool,, so it is one enhancement for smart material maybe we expect it work so)
  3. OK I could solve my issue. it seems once I delete the Exchange_folda.txt, script could not generate it again. (maybe it try to generate , but cause erroer, because it try to generate 3dc2blender which already generated when I set "Exchange" folda path.. then script start loop or sotp by erroer (FileExistsError: [WinError 183] , it actually complain, the3dc2blender is already exits. (but there is no "Exchange_floda.txt" still) Then what I did is, actually make the empty "Exchange_folda.txt" manually,, and locate it in the "3dc2blender". at same time, I hide def InitFolders(): platform = os.sys.platform coat3D = bpy.context.scene.coat3D # Global variable foundExchangeFolder (True / False) guides these steps # 1. Read Exchange_folder.txt, if not success -> # 2. Try to find exchange folder from system hard drive, if not success --> # 3. Leave foundExchangeFolder = False # 1. ################################################################# if(platform == 'win32' or platform == 'darwin'): exchangeFile = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Exchange_folder.txt' else: exchangeFile = os.path.expanduser("~") + os.sep + '3DC2Blender' + os.sep + 'Exchange_folder.txt' if(os.path.isfile(exchangeFile)): folderPath = '' folderPathh = open(exchangeFile) for line in folderPathh: folderPath = line break folderPathh.close() if(os.path.isdir(os.path.abspath(folderPath)) and folderPath.rfind('Exchange') >= 0): coat3D.exchangeFolder = folderPath return True, coat3D.exchangeFolder #else: #os.makedirs(os.path.dirname(exchangeFile)) __ I hide here, so script stop to generate the dir (not file) which already exit when set "Exchange" the section, which tried to make directory = 3dc2blender,, the problem seems script check file exist or not,, then try to make directory. (but directory is already generated for my case by set Exchange folda) Now I could return textures as same as before ^^ (it temp work,, so when haikalle find time,, check it please,, some if condition to detect user setting, seems make things more complex I feel,, you try to make things work for all case, but it include un-necessary double check then cause non intended erroer,, (try to generaete same folda etc) Then if other win user see same issue, then try to this edit of code, you need to manually generate "Exchange_folda.txt" too. hide the section from the folda.py can stop FileExistsError: [WinError 183] , but script can not find exchangeFile = "Exchane_folda.txt" so it request to set "Exchange" path again. then cause forever loop. (you can not do anything ^^;)
  4. @Andrew, do you have plan , PNG (TGA Tiff) image alpha show transparent for smart material "color" map? at current it change alpha as black color. Then to make simple decal "smart material", from png (TGA, Tiff) with alpha , I need to make "black and white" mask (opacity) map from alpha value of the image, then connect it as mask opacity. it need to work in other 2d texture editor. we can not use the alpha of the PNG as mask, because it convert RGB average value as mono value ,then multipled with alpha. To make simple decal smart material more quick. I hope 1. "color map which include alpha" it auto set opacity with alpha value. (so we can use PNG TGA, TIFF which include alpha without any modification) 2. when "mask (gray scale, or auto convert RGB ) is added,, the mono value will be multipled with each texture alpha, Though I do not know 3d coat shader language, it may only need to change how opacity value will be circulated..
  5. Ah OK do not mind, I only need to know, if it only happen with my setting. Then school work and enjoy your holiday is more important I may see code if I can edit ^^
  6. @haikalle If there will be up-date (or you can confirm this problem) reply please. At current I can not use plug in for the erroer to paint in 3d coat. I think folda.py seems something wrong to generate those folda with file. (there are many if condition in the code for each PC , then maybe with my case (windows 10) , plug in try to re generate the folda which already generated again. it seems happen when I set exchange path . (so once it worked, I think I may not see this problem, because your plug in need not re-assgin exchange directory, then may not generate 3dc2blender again . I happend to reset the exchange path, so maybe it cause issue. I am afraid if it only happen with my PC or I need to use default location for Exchange directory. At current with my setting,, I set path of Exchange in I volume 3d coat data. but 3dc2blender always be generated in my documents directory by plug- in. . I do not think I need to change my 3d coat data directory, but if I need to set default location for exchange directory, I simply change it..
  7. And I test again, this time only delete the problem folda "3DC2blender" but keep Exchange directory. if I remove the 3DC2blender directory (there is no file in the directory) , and launch blender, plug in not ask me to set Exchange path. but when I click" send", plug in seems lost Exchange folda path setting. then ask me again. like this pic. then on the time, there is no "3DC2blender" directory. I click "Apply folda">> then I check my document,, yes when I click "apply folda" to set "Exchange" path, your plug in genearte empty "3DC2Blender" in my document already. then I click "send",, now it show the error (the directory is already exist so you can not genearte again) Hope it help something,, to solve issue. (so I do not know why other win user can export without problem ^^; maybe version ?)
  8. And I arelady tried once remove all generate folda (3DC2blender, and Exchange , directory, files which generated in them) then start again. but after all I set Exchange directory from your plug in UI, then cube with mat, try to "Send", it say , same error. so I suppose,, when set Exchange path, plug in will auto generate 3DC2blender. after that click "send" then it maybe generate file in 3DC2blender but it try to generate same directory "3DC2blender" again. with files. (but I know, it is just my assamption, and you know more than for me) just hope you can solve without many dificulity.
  9. @haikalle 1. I delete 3d coat add on, in my 2.92 build add on directory. (default location ) 2. I update 2.92 master, then build again. (use blender offer batch) "make release" 3. it generate 3d coat add on (I suppose recent or your confirmed version) . so I once de-activate and activate. 4. about this time, 3d coat not show "please set exchange directory" as user UI, so I only see "send" and "Get Budk" 5. I confrimed, I have exchange folda, where I set before and it is same, in scene 3d coat exchange file path. 4. load cube. set default material (principled bsdf attached) 5. click "Send" 6. it show erroer (and it is what I had seen, and could not solve it ) location: <unknown location>:-1 Error: Python: Traceback (most recent call last): File "C:\myprograms\blender-git\build_windows_Release_x64_vc16_Release\bin\Release\2.92\scripts\addons\io_coat3D\__init__.py", line 501, in invoke bpy.ops.export_applink.pilgway_3d_coat() File "C:\myprograms\blender-git\build_windows_Release_x64_vc16_Release\bin\Release\2.92\scripts\modules\bpy\ops.py", line 132, in __call__ ret = _op_call(self.idname_py(), None, kw) RuntimeError: Error: Python: Traceback (most recent call last): File "C:\myprograms\blender-git\build_windows_Release_x64_vc16_Release\bin\Release\2.92\scripts\addons\io_coat3D\__init__.py", line 511, in execute foundExchangeFolder, global_exchange_folder = folders.InitFolders() File "C:\myprograms\blender-git\build_windows_Release_x64_vc16_Release\bin\Release\2.92\scripts\addons\io_coat3D\folders.py", line 33, in InitFolders os.makedirs(os.path.dirname(exchangeFile)) File "C:\myprograms\blender-git\build_windows_Release_x64_vc16_Release\bin\Release\2.92\python\lib\os.py", line 223, in makedirs mkdir(name, mode) FileExistsError: [WinError 183] 譌「縺ォ蟄伜惠縺吶k繝輔ぃ繧、繝ォ繧剃ス懈・縺吶k縺薙→縺ッ縺ァ 縺阪∪縺帙s縲・ 'C:\\Users\\TAKE\\Documents\\3DC2Blender' The Win Error seems Garbled characters, but when I send, I catch it with info window. as japanese readable word. That means " you can not generate fle, which you already made" = 3dc2blender (directory?) or it is same as the linked erroer https://stackoverflow.com/questions/54491021/why-am-i-getting-the-error-fileexistserror-winerror-183-cannot-create-a-file Then I afraid, if my setting is matter (change 3d coat data directory,, and it not work with your current version) just to confrim, I keep to use same 3d coat data directory longtime, then it worked before. And I remember I requested, to offer option to set Exchange directory as I like.. then you kindly offer way, so it worked Only recent versions show this issue. and I did not remember when plug in return 3dc2blender directory. again,,, Anyway I can not export "cube" from your add on with recent versions. ^^; (I do not remember which version worked for me,,)
  10. I may re-build 2.92 (I aifraid, so I often import your offered test version, when I re-build blender not change it,,then I may remove once, and clean up-date and re-build ^^;) And I think I could change exchange path from your plug in UI.. the interesting one, is 3d coat massive data directory which save all texture or blush etc ^^; It was long time request, many user asked it,, then there were setting file before.. (we need to edit it ) and it gradually improved, then finally 3d coat offer UI command, we can set 3d coat data path. Then I can not remember any more, as default where 3d coat exchange folda will be generated. but anyway I hope to keep default file strcuture, then I made exchange directory, in my 3d coat data (which I set , not in my documents,, ) and I set the path as 3d coat exchange folda. (from your plug in UI) So I set exchange file paht from blender UI, (not in 3d coat ^^;, I really feel difficult to understand, which aprication (3d coat, or your coat plug in) do what about those improter directory,, so do not know detail ^^; Anyway I can recommend for all user, you can change 3d coat massive huge data folda, as you like.. it need to be announced with loud voice I feel ^^;)
  11. And it is important , when set paths for 3d coat exporter.. I use non default directory to store blush smart material,, or scene etc, for 3d coat. then save them in another drive volume. we can set it from 3d coat . top menu Edit> re locate 3d coat data then set the data folda path.  Maybe half of 3d coat user prefer it. (without they have enough space in main drive (ssd etc ) Then I afraid if it cause issue . because as default 3d coat exchange directory. or 3DC2Blender will be generated in the Data directory I suppose. Then anyway I made Exchange folda in the data directory which I set, and set Exchange path from 3d coat plug in UI. (there are 2 ways,, but usually when I up-date 3d coat, I need to set path again from 3d coat N key panell of blender (then sometimes it show erroer when I set exchange path ) but your plug in seems still try to generate 3dc2blender in my documents... (though if it not cause issue, I do not care,,) but I may hope not generate any folda in my doucments by apricaitons, (utnill I really hope it) but hope to make it in user customize 3d coat data directory... and it is my request,, So there seems 3 directory and some setting files. which related with 3d coat exporter. I hope to get clear knowledge about them... we must set "Exchange " folda.. then we can set "Object and Texture" folda as blender property>scene>3d coat. do I still need "3dc2blender"? I thought if the folda is used only for other version exporter..
  12. @haikalle I remove add on for 2.91 build once, then up-date 2.91 release from blender -git, build again. then activate, re-activate 3d coat add on. So I suppose, current my 2.91 use recent version or stable version of 3d coat to blender. Then I do same test.. I could set exchange folda path , I could export cube. to 3d coat. then I use "open in original app" and set texture options. finally I click, "Get back" now I see this error. location: <unknown location>:-1 Error: Python: Traceback (most recent call last): File "C:\myprograms\blender291-git\build_windows_Release_x64_vc16_Release\bin\Release\2.91\scripts\addons\io_coat3D\__init__.py", line 235, in invoke Export_folder = global_exchange_folder NameError: name 'global_exchange_folder' is not defined location: <unknown location>:-1 Though I hope if I shut down and re-run blender, next time it will work . Then as recent versions I had seen strange erroer about folda setting etc with blender 2.92 release sometimes it say "can not generate same folda which already generated, " when I set the Exchange folda" then the folda name is not exchange but "3DC2Blender " I suppose, build in 2.91 is newer than 2.92 ? or if you up-date for 2.92 but 2.91 build, not up-date? because I had seen different erroer message for 2 version blender and coat plug in.
  13. Test io_coat3D_new.zip included one. with 2.92 git build windows. I simply copy the io_coat add on directory then paste again in deafult aprication add on directory for windows. and up-date script + once de-activate then activate add on and confrim. I only export cube to 3d coat, then paint, and use open in original app, then export textures . I still see same new erroer as same as some recent versions. Error: Python: Traceback (most recent call last): File "C:\myprograms\blender-git\build_windows_Release_x64_vc16_Release\bin\Release\2.92\scripts\addons\io_coat3D\__init__.py", line 245, in invoke workflow1(ExportFolder) File "C:\myprograms\blender-git\build_windows_Release_x64_vc16_Release\bin\Release\2.92\scripts\addons\io_coat3D\__init__.py", line 1286, in workflow1 blender_3DC_blender(texturelist, new_applink_address) File "C:\myprograms\blender-git\build_windows_Release_x64_vc16_Release\bin\Release\2.92\scripts\addons\io_coat3D\__init__.py", line 1062, in blender_3DC_blender tex.matlab(objekti,mat_list,texturelist, is_new) File "C:\myprograms\blender-git\build_windows_Release_x64_vc16_Release\bin\Release\2.92\scripts\addons\io_coat3D\tex.py", line 678, in matlab readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures, udim_indexs) File "C:\myprograms\blender-git\build_windows_Release_x64_vc16_Release\bin\Release\2.92\scripts\addons\io_coat3D\tex.py", line 194, in readtexturefolder if (os.path.isfile(texture_list[3])): NameError: name 'texture_list' is not defined location: <unknown location>:-1
  14. @haikalle I like to test your offered versions, then one request,, please change version even though it is beta,, so I can confirm which version currently using even htough I forget it ^^;
  15. attach console erroer log please, so I can confrim we see same erroer for recent 2.90 build or not. As for me, when I use get buck (it need at least firt time) Then I find simple miss spell, So in tex.py current version seems use texture_list[3] for the line 194 but I suppose it should be texturelist[3] no it need more edit, so simply wait haikalle work I keep quiet. ^^;
  16. I may try again with up-date blneder git 2.91 version. (so current version may be included already) I think, the first problem (which mac can not find add on path,) seems solved, but the new problem is remain. (it is not about test version). I did not test about recent version I suppose ^^;
  17. This version seems show new erroer for me when I get-buck texture. I did same test with many version, and have not seen issue about recetn versions, but you attached one show erroer when I get-buck after export texture from 3d coat. Error: Python: Traceback (most recent call last): File "C:\myprograms\blender291-git\build_windows_Release_x64_vc16_Release\bin\Release\2.91\scripts\addons\io_coat3D\__init__.py", line 249, in invoke workflow1(ExportFolder) File "C:\myprograms\blender291-git\build_windows_Release_x64_vc16_Release\bin\Release\2.91\scripts\addons\io_coat3D\__init__.py", line 1285, in workflow1 blender_3DC_blender(texturelist, new_applink_address) File "C:\myprograms\blender291-git\build_windows_Release_x64_vc16_Release\bin\Release\2.91\scripts\addons\io_coat3D\__init__.py", line 1061, in blender_3DC_blender tex.matlab(objekti,mat_list,texturelist, is_new) File "C:\myprograms\blender291-git\build_windows_Release_x64_vc16_Release\bin\Release\2.91\scripts\addons\io_coat3D\tex.py", line 684, in matlab readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures, udim_indexs) File "C:\myprograms\blender291-git\build_windows_Release_x64_vc16_Release\bin\Release\2.91\scripts\addons\io_coat3D\tex.py", line 194, in readtexturefolder if (os.path.isfile(texture_list[3])): NameError: name 'texture_list' is not defined
  18. @haikalle Yes I could see the Test generated full in console. windows 10 pro with 2.91 build test. ======= And actually I had some issue when I update 3d coat, (exchange your offered version zip) Usually add on can up-date without rre-start blender, I only need toactivate new installed one. (and blender 2.9 offer, up-date script, basically it work , if I keep activate and edit scritp. but some case I needed to shut down and run blender again about this add on to up-date version. (if I exchange new version) or it usually show erroer , which could not find exchange folder (I already set it ) then if I see the up-date problem, I usually shut-down and run blender again, after that this plug in work without problem.
  19. I added this request in mantis, but I believe "It is must future" which current 3d coat smart material editor not offer then I really hope to see it in 3d coat 2020. I understand, there are Spline image tool, or can use Blush alpha , but it not matter for smart material enhancement request. (just offer more flexible) 1. option to pick color texture alpha value (PNG, TGA, Tiff) correctly without use mask texture. at current, only way to paint decal with alpha, with "smart material" , we need to convert alpha channell as blakc and mono map, then need to plug it in Contralst (overall mask) texture. Though I do not care, if I make more complex material, because I know I can add another layer , or mix use with stencil etc etc. But when you hope to apply decal, then serch google etc, get nice decal as PNG etc,, and just hope to use it, you may pick it and open smart material editor, or drug and drop on smart material tab, it will auto connect it as color, with keep alpha. It should be all step, which we expect to make simple decal material and store them. 2. Smart material editor need option, paint without tilling .(it is not about preview) At current only Stencill offer way to paint "Without illing", Even though Preview options offer "Tilling" toggle swithc, it atcually not work for paint. So just attach decal , we need to use lasso etc. or my decal show as tilling. 3. Smart material editor need option " rotate with UV projected" there have been same request, but hope it will be offered and we can rotate smart material with other projection mode. but only UV tilling not offer it. Sometimes it really useful option.
  20. Connect same alpha include texture for color and mask can not show correctly. It is because if we connect SRGB texture for mask, 3d coat auto change RGB value as mono (black and white) then use it as mask. eg R 1 G1 B 0 change as 0.66 wihite. then R1 G0 B0 will change as 0.33 white , so it show many semi- tansparent area all of material. about alpha 0 , they simply convert as black, then it can show transparent. So real workflow should be, in 2d paint aprication, convert alpha layer as black and white map. then plug it in Contrast = (Overall mask texture) At current it is only way to use PNG, TGA, Tiff texture as decal, with keep alpha for smart material. But actually it is not good usage for smart material. because we may hope to edit Mask with different texture, so smart material work as material generator.
  21. About smart material behavor TGA or PNG seems not matter. (I still not test with Tiff but may be it not work too I suppose) At least about current beta version, For color map, alpha value of texture can not be shown as tansparent but colored as black. So to get alpha we need to make overall mask texture from original.
  22. @haikalle I think there should be reason, you do not use os.path.abspath(__file__) to catch the json.data directory, so just hoped to ask the reason for my learning bpy. If I use the os.path.abspath(__file__) without check blender version etc,, now I do not need to use default aprication add on directory. but can use user defined add on directory. because it can serch json.data directory (= "tex.py" directory,) with "tex.py" absolute path where python run the code.. or Mac can not use __File__ to get tex.py path? or use __file__ may cause issue for some case ? (eg windows may add double back slash, but it may not be shown to get the path, and it stil l work without format )
  23. Though I do not know how mac install blender,, but it seems different from windows blender file structure, https://b3d101.org/en/pymove3d-python-3dworld/blender-python-api/ it show exe path, but mac version may not locate add on directory as sub directory of the exe.
  24. I think (though it may need not for haikalle, he know how it work) as console show the tex.py line 397, which set json path, json_address = os.path.dirname(bpy.app.binary_path) + os.sep + str(bpy.app.version[0]) + '.' + str(bpy.app.version[1]) + os.sep + 'scripts' + os.sep + 'addons' + os.sep + 'io_coat3D' + os.sep + 'data.json' not work for mac version. Can you test this version tex.py please? I use (__file__) then change json_address = os.path.dirname(os.path.abspath(__file__)) + os.sep + 'data.json' it seems worked for me, (so maybe for mac it work too) (please keep default one then if it now work replace again) tex.py
  25. I see, , to correct it, need to edit mac version script code, which serch the data.json. Though I may try, temporally, 1. make the directory first, (though it is not default location, but even though you add new directory in app directory, it may not cause problem. Applications/Blender 2.8.app/Contents/MacOS/2.80/scripts/addons/io_coat3D/ then actually copy and paste the "json file" form add on directory,.. (but I know, it is not default add on directory, so even though it solve the error,, If it cause another issue etc,,) I suppose with your reply, haikalle will solve this problem.
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