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pattanner

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Posts posted by pattanner

  1. 16 hours ago, Andrew Shpagin said:

    - Fixed painting/sculpting along the curve.

    Just installed B42. Curve brushes still not working properly here:

    Simple vertex line and Vertex curves has no effect.

    image.thumb.png.750701b15b0d8f0a751a7ad0c0428d43.png 

    Curve stroke has an effect but results are offset:

    image.thumb.png.5b83bb7de0d2100e0bfd8f8650aaec10.png

    Square, rectangle, vertex, stroke, circle and ellipse lasso all work as expected.

     

    With the closed spline draw mode, pressing Enter after creating the curve has no effect

    image.thumb.png.b64e5583d272f77e3799c2852b74eadb.png

    And selecting apply curve creates strange offset results:

    image.thumb.png.b46b5ea304be43ac2884d7eb5cdf1c56.png

     

  2. Firstly congratulations to the dev's, Version 2021 appears to be a huge improvement over 4.x.

    However, is there some form of weird memory corruption going on? I don't think it can be hardware related. I have 4.9.72 and 2021 B39 and B40 installed on two separate computers (workstation i7 3930K cpu, 64Gb ram and an 11Gb Nvidia GTX 1080 Ti, and laptop i7 6700HQ, 16Gb ram and GTX 1070).

    Each version of B39 and B40 are behaving differently on each computer.

    Neither B39 nor B40 will bake a retopo mesh (Bake w/ Normal map per pixel) on the workstation but both versions will bake on the laptop.

    Three days ago the 3D connexion spacemouse was causing instant shutdown on the workstation, this I managed to resolve by reprogramming the buttons, and it worked perfectly yesterday. Today all the 3d mouse buttons are altered - the macro name and keyboard shortcut have become swapped - ie: shortcut macro "Num 6" has become the name and the name "Right" has become the keyboard shortcut.

    image.thumb.png.d60ba80c311264e36ad0eb701f2cfc82.png

     

    Brush symmetry appears to work fine for all brushes, however none of the stroke based brushes are working correctly (weird offset results)

    image.png.946cb716a81195aaee93e5fee4d66d61.png

  3. 3 hours ago, artdude12 said:

    @Carlosan, The noCL-noAVX version is working for me. Yay! The noCL version is not working. Does my CPU (i7 3930K) not support AVX?

    Anyways, thanks for your help.

    Cheers @Carlosan the same for me, tried @AbnRanger's suggestion and manually added exceptions to antivirus and firewall, but no joy,

    Tried the noCL version but also no joy, the noCL-noAVX version is working. I also have the i7 3930K cpu, 64Gb ram and an 11Gb Nvidia GTX 1080 Ti graphics card.

    Curious what the noAVX switch is doing :huh:.

    Anyway, happy days, time for some eagerly awaited testing

  4. 1 hour ago, stusutcliffe said:

    Doesnt run at all for me. I put the latest gpu driver in . Win 10. 

    Same Issue here, All drivers updated, including GTX 1080 Ti video card. 3DCoat will not even start, Installed to D: drive, uninstalled and re-installed to C: drive, downloaded again. Restarted each time, still no joy. It does appear in task manager as a background process for a few seconds, but then vanishes again.

    • Like 1
  5. I am trying to edit / repair a retopo mesh. When I use Quads tool and select the first edge, the view suddenly jumps to the default camera view. Once this happens I cannot rotate or change the view, it keeps resetting to the default view. I need to drop the Retopo tool and select another tool to orientate the view. Occasionally the tool works as expected, but suddenly develops this issue.

    Same thing occurs in GL or DX version, currently using 3D Coat 4.9.68, and also occurs in Version 4.8.36 and occurs on both computers.

    Setup is:

    Workstation i7-3930K CPU with 64 GB @ 1066 MHz, and NVIDIA GeForce GTX 1080, 16 Gb, 3D Connexion Spacemouse and Wacom Tablet. All drivers are up-to-date.

    MSI laptop i7-6700HQ CPU with 16 GB @ 1066 MHz, and NVIDIA GeForce GTX 1070, 8 Gb, 3D Connexion Spacemouse and Wacom Tablet. All drivers are up-to-date.

     

    Any help greatly appreciated.

  6. I have a query on exporting materials, I know many people requested in the past to have materials assigned per object (especially to suit Substance painter style workflows),

    but is there any option to do the reverse when exporting the objects and textures.

    I know you can combine many objects into a single retopo group and this will have a single material assigned per resulting paint object.

    However I would like to do the reverse. I wish to combine many objects onto one uv map, creating a texture atlas for several objects rather than a uv map per object,

    but keep the many objects as separate items. I can combine the many objects onto the one UV map, but keeping the objects as separate retopo groups means 3D Coat exports the materials as  object1_albedo, object2_albedo etc.

    I want to keep the objects as separate items, sharing a common UV atlas (rather than individual UV maps) and also share a common material name. Object1 and Object2 below :

    Capture.thumb.PNG.3b777bbc92f74298f4f8295e87f51c31.PNG

    The reason being when you import the objects into Unity, if each object has an individual named material, even though that material is identical being the combined UV atlas, each item then causes separate draw calls when rendered in Unity, below is example of material object1_color, and object2_color is then identical. Because of the naming change Unity classes these as two separate materials, resulting in increased draw calls. Not a big issue for a few objects, but my project has a few thousand parts.

    Is there any way to export the objects and texture from Paint room but have materials only assigned per UV map ?

    Capture2.thumb.PNG.33c3358d6a3f4b7223f72dfbc67d7605.PNG

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