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tokikake

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Posts posted by tokikake

  1. 5 hours ago, Mystical said:

    Thanks that is indeed a workaround solution. Since its not the same corrupted layer I can finally erase that junk and repair that small section.

    In the future if layer 0 being partially erased was the culprit I'll just make sure the layer is locked from now on. I usually save often and in-between big changes but didn't think being able to not erase normal map data would ever be possible but now I know 3d coat can break that way so to look out for it and not save the file if I see that occur again. Carlosan also being able to get a strip to be corrupted until unwrapping the model is worrying too. You could be 90% done through a perfectly fine model and if the only solution is to start over/re-unwrap that doesn't sound good.

    I agree and request 3d coat team keep lock the 0 layer as default, (only offer to show newtral color, normal, and alpha 1.0)  then user may add new base layer, and hide layer 0 when we need to check alpha etc) . a few years ago, I heard the layer 0 will be locked in another layer 0 related topic . but the plan seems forgotten:mellow:

  2. @Carosan 

    just to confirm,

    A.   I have mesh with high-resolution, like 4x sub-d which already morphed and include all delta of detail. as obj A

    B. I have base resolution model, which only include base morphed delta for base resolution as obj B

    then 3d coat offer magic button which can bake and export "vector displacement map" from obj A to obj B?

    about this case, I do not sculpt anything. just hope to bake it (usually it need to work in retopo room I think)

    If you know clear step, I really hope to know how it can be.. (eg it only need paint room, I hope to know clear step,,thanks,,)

    And of course when I apply the displacement for the obj B , I need to change resolution level.. (so I may suppose it may better, I sub-d obj B and export it first.. as B' then bake and generate map (source = objA  target = objB' /not base level mesh)

    anyway hope to know,, 3d coat already offer it or not,, because I have only 3d coat for sculpting or baking, (blender not offer function which can bake vector displacement. only offer vector displacement shader node, we can see it, with generated map.

     

    • Thanks 1
  3. I suppose those tools may work well for many case (paint on smooth surfaces as convex) , but maybe OP case (path need to align  with concave, or  large angle curve, it may  need to change almost 90 degree in 2 point  (eg paint around cube with use those curve paint tools)

    I experienced strange issue before.. so I hoped if 3d spline tool will work for paint room too. maybe attach problem scene can help to test by Carlosan.-_-

    • Like 1
  4. As mentioned, all request I asked about tweak room in matins (include your request) got same reply.  So at current we may better to wait how 3d coat change.. 

    Actually I sometimes  use tweak room (geometry editor room) to make morph etc, or move part (in one mesh)  temporally, to paint easy.

    The only clear merit is, in spite of Retopo room, we need not transfer mesh from 2 room ,with use different object. it often duplicate same mesh in paint room.

    I really hope to know how 3d coat change tweak room (retopo room) with new 2021 version.  I already check youtube, then understand it enhance mach, at same time, how it work with paint room mesh. Is there option which auto exchange mesh in 2 room without user need to care difference. (room change is OK, but duplicate etc may not need when move same mesh in 2 room)

     

  5. From top menu, Edit>Relocate 3d coat, data.

    Then set directory (folda) which located in another Drive or volume. and check on "Copy existing data to the new folda"

    Oncey you set the path, 3d coat may use the new directory path to install blush etc.  (At least for me it work so, but you may need to confirm if you often up-date new beta etc)

    (I do not clear remember which version added it, but maybe recent stable version offer the menu)

    reloacate.thumb.JPG.1492ba5981cab8ec4df15bae8bb46f8f.JPG

    • Like 1
  6. On 12/16/2020 at 1:12 AM, Carlosan said:

    You need to go back to UVroom and separate polygons as retopo groups, any retopo groups is listed as new paint materials

    I did not try to set retopo groups for UV room.. (Of course I do it when I transfer paint objects, to retopo room,, ) but I may try again your suggested way, thanks"

    (at same time, I understand it means set each material as each different UV set, so I hope we may need new selection group for material, it not change UV set)

  7. Recent beta versions already count alpha which plug to color in smart material editor. Thanks ^_^

    and from projection view,  now it can paint without tilling .

    So 1 and 2 already solved.

    Then when test new smart material decal, I found  one new thing , then I hope to know how others think,  about current smart material way to circluate alpha. With these change (I believe it improve to easy use alpha include textures like png ), I did not notice before, but at least paint with smart materials, it simply overwrite current layer painted are, with current smart material alpha. 

    That means, if I set decal texture (with alpha background)  for smart material color texture,  then try to paint on the layer which already painted,  it remove all color of the layer about background, then simply exchange with smart material alpha.  What I expect is, when I paint with smart material, it not simply exchange painted area, but count alpha, then mix with (layered over) with use smart material color texture alpha,

    eg  Now I paint one surface with light blue on layer 1.

      I hope to use it as base color of the layer.. then I  plan to add decal (which include alpha for background) smart material.  or add some  tatoos  which modulate with current forground color.  But current smart material not layer over the tatoo,  it exchange all color of the layer with  alpha, so it change the red base as  transparent around tatoo when Paint. (so you may see, Tatoo is colored, but non tatoo area are turn as transparent.  To avoid it, I need to set new layer, then only use one decal material for each layer. then need to use mix layer options with base, or other tatoo layers.

    it may not problem, if I only add one decal with one smart material, but if I hope to use same tatoo (smart material), with change modulate color, or scale, or position, then  paint 10 different scale (transform), color tatoos, on the body, I need to make 10 layers.  it is not welcom..

    I hope someone test it, and hope to know how others think. Then if you can agree, smart material may better which can layer over with alpha. (so we need not make new layer, but keep on same layer, then just exchange scale, rotation ,color etc) , hope you rrequest it too.

    • Thanks 1
  8. 8 hours ago, Andrew Shpagin said:

    3.12.20 4.9.68 (stable)

    - Dbl click in UV texture editor in the Hide tool hides the whole island.

    - Fixed transform tool problem when transform was applied twice if both - parent and child were selected.

    Andrew thanks many-update I am trying to save money for 2020  ^^; (I do not know how it will cost when up-grade as pro version)

    Then about the smart material alpha, how you actually designed it? that means,  everytime paint smart material with color opacity on same layer, it wiil be overrwritten with current opacity value, so not layer over?   I found some cases, if I can layer over opacity of smart material on same layer, it make more flexible. 

    eg, I make new smart-material as decal (only use color alpha), then I hope to manuall paint the decal around the mesh. with change size or rotation etc.   But at current it not work.

    (because it remove already painted area, with current alpha value)  you may see, what I mean,

    in the pic smart material viewer as if the buttefly green image  can layered over on already painted ones (alpha over) ,

    previewalpha.thumb.JPG.31a5d12909f47647029a403eeb4eaafd.JPG

    but actually if I paint, it remove with alpha 0 about already painted butterfly. so it not work..

    If we can only use one Smart Material with one layer, it seems somehow limit possiblity of smart materials,, or every butterfly I may need to add new layer, then loate new one..

    (it is somehow tedious work,, I hope to paint many butterflys without change layer,, with one decal, (change size, rotation, use color modulate etc)

    paintremove.thumb.JPG.bf1ec40be4bc48d0d2f5bfa2f23a3d92.JPG

     

     

     

  9. Yes even though I use 8K textures, and try direct paint in UV/texture editor, if I use default UV it remain place I can not paint the pixel.

    cannotpaint.thumb.JPG.8bd14f25055b50859fd46a93b82732be.JPG

    Of course I know there is resolution problem,  but at least I expect it need to fill those area as blocky. (so we need adjust mergin)  

    I tried many blush tool option (select poligon fill, or lasso etc), problem area can not painted (some non color area remain)

    Interesting thing (and it seems improved), when I simply fill material, the problem area now paineted (fill) . but manuall paint (not fill) can not fill some poligons with those tiny (or layered? ) area.

    Filltool.thumb.JPG.e668a00b0aa726a9b1e4ca1f596b1a9e.JPG

     

    mm,, no, it still remain only some part... (not perfectly fill) (though as for me,, I am not pro vendor so do not care ^^;)

    failfill.thumb.JPG.f205f3cd218a222b4a319de6e4a36ec4.JPG

    • Like 2
  10.  basically when we paint with Smart material,  it  overwrite the pixels with current material RBG and alpha value?  (with keep gloval color opacity as 100 %)

    then it remove the pixel color which already painted,, with current smart material opacity value.. (so smart material do not alpha over (layered) in same layer)

    I understand, attach smart material may need to work so... but when I do not attach material, I had thought  smart material will alpha over on painted pixel....

    I tried to make stencil material (just for test), but smart material can not do same thing as stencill, (try  with color map opacity, or set mask)

    it remove already painted color with the smart material alhpa. on the other hand stencil can paint over (alpha over) . then remain base color (for black part of stencil)

    on same layer..  I just hope to know if it is expected behavor or not. (smart material made so, then it can not use as stencil without add another layer)

     

     

     

  11. 45 minutes ago, Silas Merlin said:

    3d Coat can indeed overwrite the preview image. Do this :
    -save a file
    -Save incrementally (ctrl+shift+s)
    -close file
    -reopen original (the file saved in step 1)
    -Save incrementally  >> both the .3b file and the .jpg are overwritten without a warning message, nor an error.
     

    Thanks I will challenge it (though I do not think I hope do same steps to overwrite scene image) and I feel, though I see error message, but actually if 3d coat overwrite image , I did not test it.. anyway if it happen for all user, I may not care ^^; (but report for enhance)

    but when I check folda, time stamp seems old so I suspect if it not overwriet scene image.. (basically i simply believe " I can not do it"  when info window tell me, "No you can not"  

  12. Sorry it is not critical, but when I save "scenname.3b" file, (3d coat scene) in another hard drive directory, (in 3d coat user data directory)

    3d coat can save the file (of course) but recently I often see message "unable to write file ".../.../ scenename.3b.jpg"

    like this. It seems when I overwrite same file, 

    notgenerateimg.thumb.JPG.12de844299390c989430ef31be2a4629.JPG

     3d coat not generate current scene image. (so not up-date scene image file, but can overwrite current scene 3b)

    if it caused by folda permission issue, I think it may deny to save 3b file too. so it seems there is tiny problem , when save (overwrite) 3b scene with  current scene image.

     

     

  13. Then if it will work without problem, I usually use link duplicate objects, with material link with OBJECT.

    we can choose 2 way, to link material. one is link with OBJECT, and one link with DATA.

    so if you set material link with OBJECT,  you can use "link duplicated mesh", in library, (so reduce size) then attach each material for each instance (Link duplicated mesh)

    It is useful, to keep many material sets (which may include 5 or 10 material slots for one object) for same Object. in your custom material library.

    (though I still not test,, if I set material link with OBJECT, how app link may work ,,basically I keep to set material link with DATA, then after generate 3d coat nodes and textues, manually change them and save each material set (link with OBJECT) in my custom library for the character, cloth,, hair, etc. Then when swap, I use blender link or append then copy the material sets. for each object. (so I can keep many material sets variation, for same item, without set each slot one by one)

  14. 1 hour ago, haikalle said:

    @tokikake

    Hi! Can you provide quick video about closing apps and reopen and how applink dosen't work there. That would really help.. just 1-2min that I can see your workflow better.

    I send PM, (forum not allowed me to attach more than file) with 7z file.

    then you may not clear see, which button I click, but on last of this movie, I click "get buck" several times, with select the object. (which I epxorted before)

     

    If I do same-thing without shut down (stop work) and keep connection, it work without problem

    And I know, if I keep to use same texture name and path to export textures from 3d coat, ,, and once I generate 3d coat node,, even though I stop work,  and retrun those textures will be overwritten.

    (it means simply edit the texture  currently used in nodes, with keep same file name and path .

    3d coat just overwrite same texture, when export with same file name options, so it not means app-link keep connection, I suppose:)

    ><; I can not up-load more than 8MB file in forum and PM so, I made link for drop box,, (could you download it? I seldom use dropbox, so do not know clear)

    https://www.dropbox.com/s/men4cwee7swodvm/coatlinktest.7z?dl=0

  15. 8 minutes ago, haikalle said:

    @tokikake

    Hi! Can you provide quick video about closing apps and reopen and how applink dosen't work there. That would really help.. just 1-2min that I can see your workflow better.

    wait please ,, (maybe you can do another work untill I export movie, so check again later please!)

  16. 7 hours ago, haikalle said:

    Please let me know if there is something to improve. This "keep connection" was the reason I started to write applink in first place :)

    I think if it to work correctly I need to keep some rules..

    with my test with somehow complex scene,  after I save both blend file and 3b file, (shut down both aprication),

    then re-open later, and  in 3d coat, " open in original app,", 3d coat generate (export) textures, but not generate 3d coat nodes, and set textures for material

    which I exported before,, I did not edit anything . then in blender re-select the one which I epxorted, then click "GetBack" button too.

    (I up-date plug in with in new git 2.92 verison yesterday,, so I suppose I use same version as you)

    Haikalle, do you think there is exceptional case it may not work? 

    eg most of case, I do not  epxort object (FBX) from 3d coat,, because I only need texture,, then use texture name as plefix,

    at same time I change export texture(obj) path from 3d coat, for each material set (it is related yoohasz question,how manage many assets and keep user made material set witch get buck from 3d coat.)  

    Will it cause mater?

    And I often send again same mesh, (sometimes I duplicate it in blender, then set different materials (not use linked material to divide original materials) and export and import duplicated one) but when I click "get buck" about same scenes, (already open saved files in 3d coat,and blender)   I only get this log which seems related app-link.

    DEBUG:root: restart_nodes() handler

    I may suppose,, to keep connection, at least  we "get-buck" one time for the object when we "send" untill shut down both aprication. but it is just my guess (I like guess) 

    =====
    And if I do same test, (re export same mesh, and texture again, then return without stop and save, (keep connection until return) it generate nodes (of course) without problem. and can change materials. I may try same thing again,, (this time, at least once I generate 3d coat nodes for the object)

    No it seems not work for me:help:

    at least with my export setting, once shut down (after saved both files), then re-open both file in blender, 3d coat, then "open in original app" and click "Get Back"

    in blender, it not overwrite or change materials.  

     

     

  17. 9 minutes ago, haikalle said:

    @tokikake

    Addon should already support workflow you descripted. Do you get error messages when you try that?

    Every applink object in blender has unique address. That info dosen't dissapear when you close apps. So next time when you open apps, paint something in 3d-coat then press "open in original app" blender should detect that.

    I have not test it, because I did not think it may work..:o I will try  thanks.. 

  18. 6 hours ago, haikalle said:

    @yoohasz

    Keeping this connection between these two apps even if you close them is one the main ideas of this addon. If there is issues with this regard please give me steps to see the bug and I will try to fix it.

    Actually I hope correct way to keep connection link (or return connection,  3d coat saved scene file and blender scene file, with app-link) 

    eg ,,, I export object from blender to 3d coat with "Send". then start making textures, but untill open in original app (blender), I need to stop current work.. 

    So I save the current 3d coat scene, and I save the blender scene in each app.. then next time, I may open saved blend file, and saved 3d coat, 

    and continue texture work in 3d coat,, how can I return textures (and apply material with generate 3d coat nodes) ?

  19. Thanks now I could confrim it work without problem (new zip version) for my PC. 

    And I aologize one thing I miss understand " I had believed, I can set Exchange path as I like" . but it is wrong.

     

    Actually user need to set "Exchange" path, as 3d coat auto generate.

    I happend to set same path (which 3d coat auto generate Exchange directory) long time without intention so I did not see issue ( except for 3dcoat2blender problem)

    Then if new user can not detect where 3d coat will genearte Exchange ,  it is decided by your 3d coat data setting..

    I do not know default, but  when user use "relocate 3d coat's data" ,  and click "OK" from 3d coat menu,   

    after that, 3d coat generate" Exchange" folda as sub-folda of the "3d  coat data" directory.  then we need to set the Exchange  path in blender.

    eg I set my 3d coat data path "I:/myfile/3dcoat/link/3D-CoatLink/"  then click OK. (to confirm) in 3d coat .

    then Exchange should be auto generated as "I:/myfile/3dcoat/link/3D-CoatLink/Exchange/"

    so we only need to select the 3d coat auto generate Exchange folda, in blender add on UI.

     

    At same time this add on offer way to change folda which used to  "export object/texture" from blender  . that means you can choose where FBX will be exported for each saved scene.

    The export object/texture path are saved as scene property. so if we need to keep the your custom folda,  you may need to save current scene. 

    if you hope to use same export object/texture path for all new blender scene , you may need to save start up-file. , and keep the property as start up file scene property.

    about old saved scene, it may try to use defalt, or current property which you can check in blender UI. (so sometimes you may need to change and save scene again, if it changed)

  20. 2 hours ago, haikalle said:

    @tokikake

    Now I added SAVE EXCHANGE FOLDER button into scene property. that way you can save your own custom path into Exchange_folder.txt. that path is read everytime when blender starts.

    io_coat3D.zip

    Thanks I may try later. and may send PM  with zip (if find issue). (then thanks I gradually well understand how my  free video maker work ) :)  

    I often asked to offer video clip about other aprication support, so now I can do it well. 

    Haikalle I sent report about  your new offered version zip  as PM, so check please..  Later I will send wmv  if it need. 

     

  21. 7 minutes ago, haikalle said:

    Yes. And that brings the problem when you change new exchange folder but the old data is still in startup scene. I will remove that it will automaticly update Exchange_folder.txt and maybe add button to save new exchange folder. 

    So I think if those issue is caused, when user set new exchange path,,, and custom export object folda,,  do we better not use custom folda at least for exchange?

    About that case,, if user use different data directory, (like me), what path is default for exchange and export object?

    Though I like free custom setting, but if use default offer more stable app-link I may prefer, and many user may not against it.

    But if I need to use default path for "exchange" and "export",, we may hope app-link auto set it, without any user input (so we do not need to care,, app-link will auto set path for those, with user 3d coat  Data drecitory if you can)

    I think you can get user 3d coat directory,, or we only need to set the "3d coat data" path from app link UI, then if app-link auto set it, I apreciate it.

    But I can not decide how it work,.. other user view is more improtant. 

     

  22. As you can see, I had not seen those FBX are generated in my 3dc2blender directory..

    (with other versions, and my exchange folda setting, add on export FBX in the folda which I assgined from scene property. I remember.

    (so I can change export mesh path.  if I need it,, but now app-link seems try to export mesh in 3dc2blender,,)

  23. It is not empty, because I once saved it as new start file (from my guess) so it remember old path .

    then I set againe new Exchange path (which I made as empty)

    the above attahced 7z show what I means..

  24. I may attach new zip movie,  I do these things.

    1.  I remove all Exchange folda, and 3dc2blender folda (and files) 

    2. make new Empty Exchange folda for test.

    3.  I open new scene (bledner start-up file). then set the new Empty exchange path from scene property Exchange

    4. add cube and send , 

    then see how it work.  anyway I hope you not up-date the new zip for a while.

    newexchange.7z

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