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co3Darts

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Everything posted by co3Darts

  1. Are there any other file types allowed like iges, step, dxf, ai or anything else?
  2. That's helpful. I can generate a depth map and go that route but his map/terrain is fairly simple. I am hoping to use the high density Ariel mesh I've been provided that has vertical elements like building walls etc. (not allowed to post pics ) I'd like to just give it thickness. I'm just using extrude in bottom view of orthographic a few times with ignore backfaces off. Then duplicating the vox layers and merging till I get the thickness required. Thanks Carlos.
  3. Does someone know of a technique to import a terrain that has a slope to it and buildings and vertical details etc. but add thickness not along the normal using inner or outer thickness but along a negative Z axis only. So you could make a skirt for the terrain and 3d print in 1 go. I've messed with making a large volume and trying to intersect the two volumes to get just a fill under the terrain but it's not as easy as it seems. Any idears? Much appreciated! Jason
  4. Yep. Just wish there was a way to transform something for paint room, even if before painting begins. Only reason I've ever used Tweak room.
  5. Yes that TRS gnomon is all other rooms but not in the Tweak room... So; if you bring in a perpix model into paint room. It's only available then in Tweak room and you can't rotate it precisely.
  6. Sometimes I need to bring a model into paint just to look at it or touch up something quick. If I bring the model in that room, and the Z up axis is wrong, it's hard to view. Only way to rotate it about X axis back flat is in the forgotten Tweak room. However in there, when you select all the geometry and try to rotate, It doesnt' have the numerical transform gizmo as the other rooms so you can't hit spacebar and rotate exactly 90 degrees.
  7. Thanks Carlosan, as I hope I indicated above. I may have some issue on my end not related to 3DC, not sure yet but by my moving the file to my local drive off the network, I was able to get both a curve and ao bake to work? Maybe there still is a problem and it's intermittent.
  8. Thank you. I took a shower and was still frozen. So I copied file to differen't drive and it ran and calced in a 30 sec.! I'm thinking it's my drive or network now. Thanks for confirming it should work. Ugh.
  9. Should have just used a procedural curvature node in Maya/RS. Kinda missed a soft deadline BTW, thanks for your help and Carlos! Much appreciated. Blue spinner circle still doing it's thing. I'll check in 15min. See if I am just being impatient.
  10. I'm using default AO, But .43 gamma as I'm using for an emission layer in Post. Samples at 4096 with 4x AA. my percentage counted up to 3619% in Top Right corner and now appears to be frozen. It's been going for 5 min. I'm going to wait a bit longer but sure feels frozen to me. My onboard Mem is fine, disk space, etc. Win10 (tragic) 2080ti Plenty of CPU. I mean Top Left of GUI..
  11. Can you Digman bake AO using 4096 lights? I can't and wanting that resolution. With default settings of that scene at 0 AA and 4096 I get freeze still.
  12. I have a complex model of a brain. I'm trying to get an AO and need the Curve map to finish model 3DC just freezes trying to build either of these. I've lost a few scene files in the process. I would like to upload the current scene that keeps freezing if there is room. I do have several UV maps with varying texres sizes as I need this this way for post and Maya work in RS. Attached are the files for diagnostics. Thanks, Jason DxDiag.txt Log.txt Brain RT_LT_Clean_09_RT_1.3b
  13. Hello, I'm not seeing a way to get the Paint room modulator brush tool to show up in the GUI. I'm using 4.9.57. I've not noticed when this tool moved or was replaced by something else but can't find it after an hour of fiddling around. Thanks!
  14. Getting errors with import, export. Using Maya 2020.1 and latest 3DC not alpha. I set 3D-Coat Path:C:\Program Files\3DCoat-V4.9.37\3DCoatDX64.exe Exchange_Directory: c:\temp However when I launch PPP button. I get 3DC to open, however it presents the usual dialog box, doesn't import my object from Maya. Then if I select per pixel paint, I don't see imported .obj still. When I navigate to C:\temp. I don't see an .obj to link up to there either? Thanks!
  15. That's ridiculously cool! Thanks a ton Carlosan
  16. I figured out what I was doing wrong, I was using Unify UV which I realize now moves all UV's to current UV set instead of simply selecting islands and picking the UV set from drop down. Doh! I'm trying to paint several objects of similar shape. I believe 3DCoat doesn't handle multiple objects easily, for instance in generating Normalmap/CurveMap/AO in Paint room, I need to turn off one paint object then generate, then toggle and generate again but I don't see under Texture where to create the Normalmap for each object? Thanks for help.
  17. Thanks but my question is specifically is why doesn't the "Paint Object" have the same UV layout as the Retopo object after the Bake for Pixels process is run and How do I get it to have the same? See my two images; the second image show's the UV's of the resultant Paint Object directly after the bake in Retopo Room. The first image is the UV's of my Retopo object which I've cleaned up.
  18. I've found this app amazing and confusing enough that I don't use it as much as when I originally purchased But I had an what the moment today and feel Like I'm making that elusive understanding now. I typically don't use it from sculpt to paint to export because the rooms are so confusing and the geometry that is created and it's children data sets like UV's For instance, If I autopo (manual) to Retopo Room from Sculpt room of an Voxel or Surface object, everything makes sense.. Then finish/adjust retopo object, and then before you bake small surface sculpts from Sculpt room Geo to your new Retopo object; the User needs to UV unwrap the Retopo object. Great and straight forward.. After this you have a Paint Object and it's visible in the UV room However, the Paint Object UV's that you find in the UV room, don't match the Retopo Object UV's which one spent time dealing with and as I understand it are the basis for transfering sculpt detail. I believe that the Paint Object is simply a copy of the retopo object. However the Paint Object is the final low res mesh that is a Hybrid of both as it matches the retopo poly wise but has had sculpt detail baked into it for normal map generation etc. Why is it different and has sloppy UV's now that are different than the previously UV'd retopo object? Why or why shouldn't I go into the UV room and fix the wacky UV's that are now on the Paint Object (Appear to use the built in Auto Seams Algo)? If I do this; do I break some connection? Why not have the Retopo UV's the same as the Paint UV's object to begin with? Thanks!
  19. Thought I'd check out the new curves tool but I'm using beta for the SL. on YT liek this one. In the videos on 4.9 release, it shows that after you've enabled the curves from prefs then create them, right click on one of them; you should get a menu to perform a sweep etc. but I don't have that in -SL. Before right click then menu shown in -SL after right click. Searched around GUI but I'm not able to make a simple sweep etc. Cheers.
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