Koray
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Posts posted by Koray
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16 hours ago, poeboi said:
Python scripting (have not tested with CoreAPI)
Slight issue with getting the Sculpt Models panel to update with new occurrence of object after invoking "Save to Meshes Panel" from script
import coat # Select Sculpt Models folder titled "Working" as active coat.ui.cmd("$FOLD_UserPrefs/Models/SculptModels/Working") # Use "Save To Meshes Panel" cmd (id is $ExportPatternForMerge) with callback to save immediately without decimation in modal coat.ui.cmd("$ExportPatternForMerge", fn=lambda: coat.ui.cmd("$DialogButton#2"))
via file explorer in my UserPrefs/Models/SculptModels/Working the new .obj will be there
but it does not appear in UI until 3DCoat restartHey there Poe,
Seems like you understand these stuff. What can a regular 3D Coat user can create with Python or CoreAPI? Is there anything we can create with them or are these just for developers?
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18 hours ago, AbnRanger said:
Why do I need to do a search? You said the brushes needed fixing, and I am asking you to please present those issues here, so we can pass them on to Andrew, or perhaps offer some changes in the form of a Brush pack? If you are ok with them, then perhaps Andrew can make them a default version. Personally, I like the Clay Brush as it is....even compared it to ZBrush's default Clay brush and in my experience there is very little noticeable difference. Both are buttery smooth and fun to work with. Same with the Rapid Brush. The Polishing/Trimming brushes may not work the way you prefer, so it would be helpful if you could provide side by side examples of them working in ZBrush and how the same type of brush in 3DCoat works in comparison. Do you want it to have more "bite" or less. Do you want it to have a softer edge, etc?
What would a search of Artstation prove? Jama Jurabaev (Senior Concept artist & Art Director at LucasFilms) has shown many recent sculpting examples from 3DCoat and he has not made any public complaints about the Brush Engine. Nor has Bay Raitt, who said many times on the 3DCoat Facebook page that he loves sculpting in 3DCoat. He worked on Gollum in the Lord of the Rings Trilogy. He also has not mentioned anything about the brush engine being flawed. And if either of them found them to be flawed, they would certainly contact Andrew directly and raise the issue with him. He knows both of them, personally.
There is also a video where Jama and Anton discusses why Jama moved his complete workflow to Blender and why Anton also tried to but couldnt.
Please post that too now that you've started it
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14 hours ago, AbnRanger said:
Could you provide some specifics, perhaps even a screen recording showing the supposed flaws in the brushes that need fixing? Please show how even tweaking the parameters in the Tool Options panel fails to deliver the results you are looking for. If there is a real problem, I hope Andrew will indeed fix it. For what it is worth, he worked with Flavio Rygaard (a skilled sculptor with ZBrush sculpting experience, and contributor on this forum) extensively to try and bring the newest brush engine up to par (with ZBrush), as much as possible, and this continued back and forth for almost a year if not more.
Just do a search on artstation and tell me how many of the images that are tagged with 3dcoat are made with those brushes? or look at the images Carlos post here. See any brush work?
As a customer I shouldnt be the one to deal with the tool options to make them work. I can never be sure if a brush is working as intended. Lately I had a brush acting weird and made a thread about it. Then I deleted the 3DCoat files under my/documents to fix another problem which also fixed the brush problem. How am I supposed to know if I messed up or if 3dc is acting weird. Now I remember I had another problem with symmetry, made a thread, Oleg replied and told me not to "climb to the other side of the symmetry"
If you really believe all the brushes are fine tuned to their absolute best then I rest my case.
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1 hour ago, AbnRanger said:
Well, Andrew does still fix bugs, but he said the program currently seems stable and should allow him time to work on Python script integration. C++ is not so easy to learn and write. Other users have asked for it. Let's wait and see what comes of it.
I wish I had a friend who defended me like you do
3DCoat is becoming like a swiss knife with 100 functions where people mostly buy and use it for the knife and a few other stuff. If you ever used one, you know that as the number of functions increase, it gets harder to carry it around, hold the knife and use it comfortably. I can go on but I believe you understand what I mean
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On 5/29/2023 at 3:29 PM, AbnRanger said:
Yes, in general, if there is a lull in new build releases, it is because Andrew is working on something very substantial. In this case he is working on Python scripting for 3DCoat.
First of all, I hope Andrew and who ever else is in Ukraine is safe. Then; in my experience, whenever something very substantial happens in 3DCoat it also brings loads of other problems.
I would hope for news like:
- Andrew started to add all of the most requested features and quality of life improvements.
- Andrew hired an experienced digital sculptor to fix the brushes, make better brush presets.
- Andrew merged the rooms, removed all unnecessary stuff and re-designed a less confusing workflow and UI.
- Andrew fixed all the bugs and made sure they are not coming back. Ever.
- Andrew said f**k this and retires, buys an island and lives there happily with his family without technology and stuff.
Well it is what it is. I hope I get to play with the release before my payment cycle ends
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Have you tried selecting them using Shift from the sculpt tree?
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1 hour ago, Sui said:
And how does that work? It's pretty strange because in the older 2022 version, most tools worked just fine, and in 2023 they dont. I mean, the addition of various presets of tools does make handling and sculpting much comfortable. But I still hope the developers could at least keep the old tools as options for users.
I meant deleting 3DCoat related folders here:
C:\Users\yourusername\Documents
Deleting them fixed two of my problems so I thought it may work for your problem too.
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It works fine for me. Maybe you too should delete the 3DCoat folders in your documents too. Make sure you have your licence
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Deleting the 3dc related folders in my docs helped. That also fixed the absolute brush too...gotta edit that thread too now.
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Edit: Closed 3DC and restarted. Tried one of the default humanoids. When first started it shows the default material. Switch to render goes black. Return to sculpt room remains black.
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Edit: Deleting 3DCoat folders in my documents fixed this. Next time I'll try that instead of making threads.
Attached image is Absolute brushs behaviour with different size and strokes. I have an old screen grab of the absolute brush from February too. Maybe it was fixed but now its back?
Note: Tried Surface Clay and Extrude with similar stroke and sizes and they are normal.
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Base Clay, Usual Clay, Vox Flatten, Soft Clay and Extruder brushes dont have steady stroke option on the top bar. But they all have steady stroke enabled in the tool options though. May confuse people.
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-tif and jpg renders different values (see attached image from adobe bridge thumb. preview)
- patch size doesnt make sense. yesterday value 100 was full screen, today 33 is close. probably due to models size. I tried uniform and global but no change.
- no matter what you select as image type from the initial popup window it still tries to save as exr. Have to select twice.
Cheers,
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Tested it works. Notes to self if I forget since nobody else replied:
- File/Export/ Export Depth Along Y
- Make sure Y (top) is up
- Uncheck everything
- Patch size 100. Higher makes small, lower almost crashed 3dc
- Be aware even though I select tif, 3dc tries to export as exr. tif is 32bit still.
- Can go 16K, huge file size. Nice
- Important: Zb couldnt read 32bit tif, needed to convert to 16 bit in PS. Displaces nice.
- Exr export is a mess. Avoid for now. Havent tried other formats.
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Found the answer in the thread linked below. Old version info not tested if it still works yet:
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45 minutes ago, gbball said:
It looks like it has 3D Coats boolean simplicity without the brute force Voxels only approach.
Thats why I purchased it like I did 3DCoat for the same reason many years ago. Freedom.
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29 minutes ago, AbnRanger said:
I've heard a little bit about that. Looks interesting. FWIW, 3DCoat will and already (to some extent) has some hard surface modeling tools, to bridge the gap between poly-modeling and solid surface modeling. The plan is...
We'll see how that plan goes.
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when you look at individual layer names on the stack you'll see a V and an S. V is voxel mode, S is surface mode. The armor is in surface mode.
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Vox hide is hidden in surface mode
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Nice little software if you are into hard surfaces. Replaces the need to deal with Blender and addons or Moi3d for concepting. Easy to learn. Exports nice too. Made by one person.
Keep an eye on it if you feel like.
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3DCoat 2024 development thread
in New Releases, Bugs Reports & Development Discussion
Posted
Thank you