Jump to content
3DCoat Forums

tokikake

Advanced Member
  • Posts

    626
  • Joined

  • Last visited

Everything posted by tokikake

  1. I still hope to separate material from UV set . At current I make some cloghings mat.. each clothings have 5 or 6 sections as different material group (or shader group or mat slot, call as you like) but all material are gathered as one UV unit. (no over wrapping), about this case. I need to decide work flow A or B A simply gather as one UV set, so it remove all material group = I really hastle again to make section for each material in 3d coat (but in original app, they have material group) B use material group as UV set, it means, each mesh will generate 5 or 6 UV sets then 3d coat generate all textures for each UV set. as different name. (get huge data) So we need type C 3d coat use material group as material section, but it keep to use same UV of original mesh. so one UV set may contain 2 or 3 or 5 material as group.
  2. I do simple test. 1. run blender, then set 3d coat Exchange path as new 3d coat 2021 default Exchange path. (because it seems auto generate when I install 2021 I suppose) 2. run 2 version 3d coat (4.9 and 2021) , then export mesh. 3 it only load model for 2021 4 in blender change 3d coat exchange path for V4.9 (3d coat data path)/ exchange then save the new exchange folda, then save the blend file to confirm. 5. once shut down 2 version 3d coat, then run again. then export mesh. 6. This time only load mesh for V 4.9. About my case, I change the 3d coat data path for V4.9. then set exchange path is 3d coat data path/ Exchange but for 2021, I think exchange path is separated from the coat data directory = at current 3d coat 2021 always use new default exchange path, even though user manually change 3d coat data path (with setting file)
  3. I may try it. I understand what you plan and I suppose it may work (auto set) exchange path for 2021, But if change so, I afraid it can not set exchange folder for V 4.9 as default. all win 32 PC may try to use the new applinks path as default path . (but for V4.9 it need to set different path, the exchange directory should be sub directory of 3d coat data. So I suppose we can not auto set default Exchang path for 2 version 3d coat ,without user set so.
  4. As my test I could export 3d coat V4.972 from Blender 2.93 RC2.(windows 10) Then there have been no change about 3d coat add on I suppose. Though I sometimes see 3d coat freeze, with show import setting with app link export, but usually when I re-open 3d coat. then export again from blender, solve the issue. And I notice, for some reason, it seems take some seconds (10 more) untill export it. When there is problem, usually there remain some corrupt Exchange directory. did you change 3d coat data directory recently? I may once open 3d coat, then check your data path by Edit>Relocate data path. it will be show current your setting path for data.. then you just need to set the Path the data path/Exchange in blender scene 3d coat property. (if you have installed 2021 beta, it may cause issue because 2021 now use different directory for Exchange I confirm. do not know app link auto set for 2021 = change Exchange path to 2021 without you notice it. or sometimes I forgot to select mesh, in blender, (then nothing happen. 3d coat add on not auto detect which object you will export ^^;)
  5. I see. Maybe I did not check detail so carefully, but it seems happen always for poligon texture. (fill with polgion selection or use the poligon paint brush) . anyway I may set more reslolution (for this maybe I must need to set at least 4K) to ease this size item texture. but I really expect, auto antialiased added as options for poligon units paint. because I suppose with smart material, we may often select area as polgions. (so fill with material (poligon base) or set paint area by polgion unit) about UI arrangement, I do not hope to make those UV island all along with UV direction, as Yousung recommended.(though I understand it may hide this problem)because it may easy cause stretch (at current UV arrangement is clean enough) for me. but thanks advice. It seems logical.
  6. I remember this issue before, but I suppose it was solved. But now I see this again. I set 2K resolution (and just customize color of smart material fabric texture then keep to use default textures) , is there way to clean paint this area? I tried poligon seleciton , mask (with poligon selection) but afer all, when I use FIll with mask, or directly paint smart material with poligon selection, I see this juggy . Though I suppose if I separate the area as new material (or surfaceI in UV room, I can manage it... because if I fill with material, I do not see this issue. Or is there way to avoid this issue ? (paint smart material with poligon selection tool on to selected poligon only) NO ><) I actually see same issue, with Fill material, between different surface group (material) , is it resolution problem? for this selction I just Fill with surface (material)
  7. Hi Carosan thanks. I do not use sculpt layer for this case (texture paint mesh ), then do not know it related with. And maybe texture room opacity setting is for current brush opacity, I suppose. then each layer may have opacity setting. but I do not hope to it to change setting (eg I use it to adjust the layer opacity for export texture) I sometimes hope to see all mesh poligon through back face. but I suppose 3d coat not offer such view mode in texture/UV?tweak room right?
  8. I do not think this is bug but it is problem which may need enhance. Tweak room selection tool now really not work correctly with rectangle or rasso mode. Then I have request to solve those almost abondoned tweak room issues. The only reason I use tweak room, it offer simple brush set. at same time it not change vertex order of paint room object. (sculpt room surface mode change it) that means, if I import character and make some morphs, I can not use sculpt (voxel) room for the purpose. though there is way to use snap but the work-flow is not good. (of course it need, if we start sculpt in 3d coat then retopo, >> edit some more ) So if 3d coat modeling room / retopo room offer, simple brush set, (smooth add, expand etc) which offered in tweak room, we can detail modeling + can easy sculpt without change vertex order. So I really hope dev seriously consider it, or please enhance tweak room actually it work better. I suppose, tweak room will be removed (and many times support said me so), then recommend to use retopo or modeling room,. if so keep tweak room brush in modeling room is important. (actually it is useful to deform or adjust mesh which not need detail sculpt, but keep mesh structure, and it often used to make morph shape. so hope those simply brush set will be added in modeling room / retopo room. or keep vertex order in sculpt room surface mode. = we can directly sculpt morph for already made character.
  9. I really surprised, we still do not have real wireframe X ray shading mode in paint room ^^; It must need option for future 2021 beta. Or everytime I need to exchange eye icon for layer 0 + adjust opacity of the layer but I hope to keep it usually... (to export alpha correctly what I adjust) Though I am not pro and often forget tool, then if there is way to get wireframe view (can see backface vertex edges), hope to know in paint room. I means this view =wire frame view shading. Or there is way to adjust X-ray without change opacity or each layer visiblity + wire frame mode?
  10. Then after I set Exchange path as new one,, it only import mesh for 2021 ^^; (After click export from blender, I launch 2 version, only 2021 seems work) The reason should be, I use relocate data for V4.9, (then before I set Exchange path along with my relocate data path) so Exchange path need to set so. but for V2021 I can not relocate it , then default Exchange path change as I describe above. So I suppose even though you simply use default Data path (not relocate) there seems case, it not work. you may need to change Exchange path for 2021 or for V 4.9 in blender 3d coat setting (scene property panell) I suppose. For 2021, default path should be C:\Users\xxxxx\Documents\AppLinks\3D-Coat\Exchange\ (because after I set so, 2021 could import and export mesh with textures) For V 4.9 Exchange path should be, "your 3d coat data path"\Exchange (the data path is shown when you check relocate 3d coat data in 3d coat) I could confirm if I set exchange path, each version 3d coat import same mesh. but it is annoying so I may only use one version for safety use at least for app link.
  11. For windows 10 and 2021 3d coat user (at current test with recent beta only), blender 2.93 worked . But at current for 3d coat side problem, I can not relocate the data directory = I must need to use default Exchange folda. but actuall export mesh and texture path can set as I like. Btw I found , new2021 have 2 location for Exchange. at least about blender applink, (and for 2021) it is not in my document/3DCoat-2021/Exchange But /documents/AppLinks/3D-Coat/Exchange So I suppose,, with release 2021, 3d coat set it as new location for blender Exchange. Then I set Exchange directory, like this C:\Users\TAKE\Documents\AppLinks\3D-Coat\Exchange\ Though Do not know how it work for other user, but for me I need to set Exchange directory so. I suppose it seems new default Exchange directory location for blender app link with widnows 3d coat 2021. may need to confrim dev. If some one use different directory for Exchange (with change 3d coat data directory), and it work, hope to know your way. I can not relocate data directory anymore, with 2021 (it seems bug) as usuall way. (those 3d coat data path setting is somehow annoying for me)
  12. No current recent beta 2021.06 still remain this issue = can not set data path for relocate , I got same error still so for me, make coat_data_path.txt is only way to relocate data from my documents (main drive)
  13. Ideally, (so to keep things stable), I suppose we need option which only relocate userprefs data directory = user customize contents (custom made smart materials, brush, etc) from my documents. before I suppose, data relocation relcoate all data (default data and user prefs data). If 3d coat will offer option "Set user pref directory" and it not show error (OP issue) I simply hope to use it. then migrate old my prefs data. but keep default 3d coat data in my documents. .
  14. Thanks about way to merge earlier version contents. I may try it, at same time, OP issue already resolved? That means, I hope to keep all non default brush , smart materials, in different volume (not my document) then to make it work, what step I actually need? because I may need to relocate data directory. or is there way, user set directory as they need for user-prefs? From read your description, I suppose,, I may keep default data in documents. but hope to move UserPrefs contents to another volume or another HD. so what I may need?
  15. I do not thin brush or smart materials or shape which offered for other version (V 4.5 etc) may work perfectly for this 2021, so manually test some materials and alpha migrate. Hope if there will be way, simply use all old data,(alpha etc) just set Path so. (at current I think I need to have 2 data directory for 4.9 and 2021 ver) though do not expect much. alpha and most of smart material seems worked for me, but when I test first time, I actually see crush (3d coat failed to run) windows 10 version. then I clean up the new data of 2021 (only copy and paste default datas of my documents) then manually migrate one by one from my data path of V 4.9. . now it seems work without crush message for 2021 (and beta of 2021)
  16. I have same issue, then try old way which recommended before. There was 2 ways, Change PC enviroments variable for 3d coat data path, or make setting file then locate it in same directory where 3d coat aplication installed (aprication directory) For me 2nd way worked. change PC enviroment variable cause issue for me, (for V4.9 version ) so, I tried but return it (not recommend) 1. Decide relocation directory (eg I:/3dcoat/link/3DCoatt-2021) then make the directory first. 2. copy and paste files of default location, /mydoucment/3DCoat-2021 to the new relocation directory (I do not know which file I really need to copy so basically copy all) 3. make txt file, which describe the Path of new relocation directory. then save it as coat_data_path.txt, and locate in the 3d coat 2021 aprication directory. 4. run 3dcoat-2021 exe,. For me it finally worked. 3d coat 2021 auto relocate the new directory as data directory. (just confirm, I check the path auto changed) I do same thing for beta version but do not know it really need or not.
  17. Sorry I do not hope to make new topic about almost same thing, but I simply hope to know all step, how I can up-grade to new 2021 version ^^; 1. I bought new up-grade licence. (no problem) 2. I download the 2021 then run it. 3. So how I can input my purchace key? I do not see any info which ask me to input keys... (I did not try up-grade from the V4.5, but directly download beta version, I do not know my way is correct or not ^^;)
  18. I agree, gdball (my main purpose was generate VDM from sculpted and non sculpted mesh delta, then serch around related topics in forum , then found this request) So I just hope to sculpt with keep mesh vertex order. Then If sculpt brushes in retopo room will be offered, I hope it work better than old shape room (geometry editing room) brush, and it can use brush textures normal as same as sculpt room ^^; Anyway I may request again,, after 2021 released. (I understand, 3d coat dev team need to concentrate to fix or fine tune, already offered new tools for 2021 release (directly mail Andrew or open in mantis,, I do not know) I already made almost same topics in forum , sorry , if it bother others ^^; '(I could not think different thing, when I concentrate this issue)
  19. OK thanks The pity thing (for me) was, even though I already triangurate quad mesh (then 3d coat need not triangurate) in blender >> export to 3d coat sculpt room without voxelization >> export to blender 3d coat still change vertex order. ^^; (it never happen do same test with retopo room and use same mesh) (can I request, 3d coat may keep vertex order, al least when mesh is already triangurated (so 3d coat need not to change mesh at all in sculpt room with surface mode ), import and export mesh by sculpt room, keep same vertex order? or will add such option? Because my purpose is generate VDM, so it not matter mesh was triangulated when export. I can use same VDM for quad only version with keep UV..
  20. I bump  there should be way keep vertex order, Retopo(with UV) mesh A >> sculpt room , surace sculpt>> retrun to Retopo mesh B, meshA and meshB keep vertex count, (then ideally return as quad) and keep vertex order. Though 2021 seems offer way which improve how retopo mesh follow the sculpt mesh. https://www.youtube.com/watch?v=kbWlDtBGiGA&ab_channel=3DCoat But it not solve as true meaning. I do not think, If I use it, retopo mesh perfectly follow same vertex postion of sculpted mesh (when their resolution is same) Ideally we need kind of multi sub-D modifier, which can keep base as non destructive. At least we need way, when Retopo mesh already sub-divided as high-reso,, we can sculpt it directly with sculpt brush . (surface mode)
  21. I think the reason why 3d coat can not offer sculpt mesh in sculpt room >> turn as VDM , 3d coat can not keep vertex order, when mesh import to sculpt room by triangulate process. To generate Vector displacement map, actually it only need to check delta of each verts in object(locall) space or tangent space from soruce mesh. then usually to get delta value, we need to keep each vertex order. and get delta compare with 2 mesh. (high-reso mesh and high-reso suclpted mesh) So it is not usual Ray cast baking, but need to keep vertex order to get delta of each verts from non sculpted mesh, and convert it as RGB , generate VDM. If 3d coat offer way, with surface sculpting mode, mesh keep vertex order (with apply sub-D option) then return mesh in retopo room , it can get delta of each verts as high resolution mesh. >> then it can generate VDM from the delta. I suppose most of 3d sculpt aprications usually offer way sculpt mesh (with sub-D) , but keep vertex order, as high-resolution mesh). I understand 3d coat voxel work-flow is unique, and can easy swap mode as surface and voxel, then it offer proxy silder etc, but offer option mesh can keep vertex order when triangulate mesh in sculpt room,( as high-resomesh) may offer VDM generator in 3d coat (with sculpt surface mode)
  22. Thanks haikalle I have one request it related with VDM(vector displacement map) in blender with use other test add on, with import export blender to 3d coat (and return it) https://3dcoat.com/forum/index.php?/topic/25398-sculpt-with-surface-mode-and-export-with-keep-uv/ I now test the VDM add on (it mainly offered for daz user, to generate vdm map from daz HD morph file), it now add option, which can generate VDM from sculpted mesh and non sculpt mesh in blender. (so we only need sculpt mesh, and non sculpted mesh in blender), basically it is designed with multires modifier, but of course it still work, high resolution mesh, and sculpted mesh without multireso modifier. Then I plan to export high-res mesh to 3d coat sculpt room>> sculpt with surface mode>> return it to blender >> generate VDM to work it, I need to keep same vertex order when generate VDM. then I may only sculpt with surface mode, but 3d coat seems auto change vertex order, when import mesh Sculpt room(trianglulate process I suppose) and Export it. (without decimate). = keep vertex count. (So at least without app-link auto adjust vertex order, even though I use app-link to import, export, it not matter. Can you contact 3d coat dev, about this issue? I understand usually sculpt mesh not need to keep vertex order (at least current 3d coat not support such case for high res mesh), but can you contact dev, or you can solve it by your add on importer exporter, if you can? Of course I only use surface mode sculpt, and not decimate mesh, when return to blender. About other room , I already confirm, 3d coat can keep vertex order, so import , export by sculpt room seems only matter. If it work I may ask the VDM add on author, if I can offer link for 3d coat user. (at current it is test process, but basically it already work to add detail) . then I happend to find another your old topic which related with VDM, so if you plan to add those future, (sculpt in 3d coat, then return it as VDM with your blender add on exporter, ) for blender, I may add link of the VDM add on. ========== Though it not directly relate with 3D coat, but if it work (3d coat keep vertex order in sculpt room import-export), you can sculpt then generate VDM for base mesh, like this then use VDM for cube (non sculpt) as shader VDM node (adaptive sub-D for this test) You can imagine, if you sculpt (high- reso mesh) in 3d coat, with many your favor brush and tools, then return to blender character, now it can generate VDM map. (and the add on alread offer option, which generate VDM with use Blender displace modifier compatible image,(RGB-XYZ) so Eevee still work. (though at current I do not test it seriously) As best,, if 3d coat support simple VDM workflow, (it may more useful), but we may often hope to add some detail as Vector disp , for rig- character etc(then only activate VDM for final render), the test use 1m cube, but it can generate VDM for all UV tile which suclpted. So I hope if I can sculpt in 3d coat but generate VDM in blender with this test add on..
  23. I do not know when I use the option.. I directly import mesh without voxelazation in sculpt room as obj, and export it again as obj, but when triangulate mesh, (for sculpt), 3d coat seems change vertex order. I can confrim it with shape key (I set option for import export always keep vertex order as blender export-import option) , it break mesh. If I only use retopo room, or texture paint room, it never happen. but I need to sculpt in sculpt room . (so even though I could import export from retopo room, it not matter, I sculpt mesh and export it , it need to keep vertex order, as same as exported obj to 3d coat. (so I only use non voxelize, and surface sculpt only) Is there work flow, import high-resolution mesh to 3d coat>> sculpt (surface mode only)>> export mesh non desolve, to blender, then keep same vertex order? If you know work-flow, I really hope it.... The Vector displacement map generator (blender add on) is beta, but it work really well... (it not lay cast bake, but circulate from verts position then convert as RGB, and generate png (16bit) . I hoped to describe the work-flow (sculpt in 3d coat, then generate VDM for blender mesh (you can use sub-D modifier, or multiresolution modifier, with adaptive sub-D) , but at current I can not recommend the add on for 3d coat (and blender) user .. ,, it is pity for me..
  24. The problem is,, 1 I import mesh in retopo room with UV 2 Retopomesh > Sculptmesh 3. only sculpt with surface mode. 4. export sculpt mesh with out change resolution. (not decimate) as mesh sculpted 5. export non sculpt mesh from retopo room as mesh base the improt mesh sculpted and mesh base not keep same vertex order. I could confirm it. So is there any way, import mesh (in another aprciation) >> sculpt >> export mesh with keep vertex order, as same as before?
  25. Hi I now get new VDM(vector displacement map) generator, which can generate VDM from selected high sculpt mesh, and sub-D mesh (which already UV un-wrap) in other 3d aprication. I only need to it work, 1. high-resolution mesh with UV. = meshA, 2. sculpt meshA = meshB (but keep vertex order and count as same as meshA) Then hope to sculpt in 3d coat sculpt room, with surface mode. (so at least not change vertex count and not change vertex order, after import mesh in sculpt room) Do someone teach me, clear work-flow to it work? The complex thing for me,, sculpt mesh in 3d coat sculpt room with surface mode, then export mesh from 3d coat it not have UV. (of course) . I can import mesh with UV for Retopo room, but it can not use my sculpt mesh (can not directly return sculpt mesh to Retopo room as high-reso mesh I suppose) I believe there should be good workflow, (and it may not so complex), but hope to know the clear work-flow. so I can generate VDM as 3d coat scupt delta, for rig- mesh in another aprication, as VDM.
×
×
  • Create New...