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Everything posted by Mystical

  1. Mystical

    3DCoat 2021 Open Beta test!

    Awesome, glad to see 2021 here. Sounds like a few bugs already found so will wait for the next patch before I try and jump in myself.
  2. For me the normal map corruption occurred when I was painting with a strip on the side of my mesh on a different layer. I think the eraser bit I had done to layer 0 was after the corruption occurred. Thanks to the advice of Silas Merlin I repaired my layer by exporting all the texture maps for that layer then re-importing and being able to finally erase the weird normal map issues afterwards. It still is quite a lot of work to fix the corruption I feel shouldn't ever get that bad though. Hopefully the new 3D Coat 2021 version doesn't have this issue or if it does it gets fixed as a priority concern.
  3. 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.
  4. That is odd the file I sent doesn't have the corrupted layer. For testing purposes I did reapply unwrap and it seems to remove all my normal map data from every layer (color and gloss retains though). The corruption unfortunately still retains as well on that corrupted layer for my real scene. The test file I sent however the issue does 'fix' itself after I saved and reopened the file when repainting the layer 0 to be fully filled again with the grey color. However trying to replicate the same thing in my real scene the corruption retains itself. Also for exporting layers from my real scene, the normal map corruption is applied to the file itself as well, I upgraded to 4.9.68. I think I'm just going to cut my losses and accept that small section will have a weird spot on it, its very small and thankfully for what I'm using the model for it would be hard to see, just annoying to have a layer seem to be permanently damaged. I've never seen an error like this occur before and hopefully never see it again.
  5. So filling back the paint hole on layer 0 still does not fix anything on my end, I still was unable to erase the corruption damage on the other layer so it still looked like this:
  6. I attached the file (I'll keep the file in the post available until you/Carlosan get it). I labeled the corrupted layer too. Along with a another layer just circling the trouble area with arrows that you can toggle off later, just so its easy to find the trouble spot quickly. The corrupted layer had lots of other normal map detail on it but I erased all of it, except for the corruption which does not appear erasable, if its the same results I have you won't be able to to get rid of the corruption from that layer. Thanks for looking into it.
  7. Thanks for fast reply, yes I have never touched any setting in the beta section it is left like this for me: I should point out the issue occurred for me in paint room when I was working on the model as well.
  8. Has anyone ever run across a problem where painting with a strip causes permanent damage to a layer? When I mean permanent I mean it literally has created destruction on my layer which cannot be erased or painted over. I was simply painting with a strip brush alongside a mesh and then did undo when I didn't like the result and this occurred: In 2d mode with normals toggled you can clearly see the damage: Now I now what you are thinking "just use erase tool and make sure normals is toggled and set to 100%. Tried it, won't erase. Its clearly destroyed this layer becasue if I turn the layer off everything is fine but this layer seems permanently damaged. I can't even paint new normal map detail over this 'black hole' section. Even worse restarting 3D Coat(v4.9.65) its still retained so its not just some temporary memory issue that cleans itself up on program restart. Even exporting the normal map texture the corruption is still visible. I've even tried duplicating the layer to see if a duplicated one loses the corruption but it still persists. I don't think there is a way I can transfer over all the paint data I did and just exclude that area so the layer will have that small corruption on it forever. I've seen weird artifacts when painting normal data occur but it was always able to be erased, I've never encountered something that looked like this ever before ...
  9. Blenders Bevel Shader is really awesome. I do that method for all my models that have any hard edges to give them that extra smoothing with the normal map. If 3D Coat had a bevel shader calculation built in to generate a radius of smoothed edges for low poly models that would be pretty awesome.
  10. It might be the last version until the new 2021 one comes out. I think they mentioned that it will be releasing early 2021.
  11. Mystical

    3DCoat 2021 Coming Soon & Special Offers

    Very cool, it sounds like perpetual licenses are here to stay? Just the name of what version to buy will be different?
  12. I've come across a situation where I have similar UV islands that I would like to be evenly aligned/distributed on my UV space. Is there a way in 3D Coat is able to do this? For example in an image editing program the equivalent of this would be like aligning several layers to to the right, top, evenly spaced, etc.
  13. Mystical

    [Feature] Evenly distribute/align UV islands

    Thanks, yeah I knew about the overlapping feature (which is great to have). I had come across a situation where I needed different textures on two separate islands and if the UV's were evenly aligned copying the data from one to the other would be a bit quicker. I'm not sure if an align feature for UV's could come in the future but definitely would be useful for sure.
  14. Found another critical crash that repros 100% in latest build: 1) Create a new paint uv mapped mesh (per pixel) scene 2) Choose any of the default models (or your own) and set the texture width and height to anything other than a square uv (for example 4096x2048) 3) Attempt to calculate curvature OR occlusion. The program will crash in the middle of calculation without fail every time from what I have seen so far. I have to have the texture width and height the same exact dimension to avoid the crash. On a side note, if you have a model with different UV dimensions for width and height in the 2d paint window your brush circle will be very skewed too.
  15. Think I found a new bug with UV sets in paint room. If I have a custom texture UV size that is not a square (like 3072x2048) and I try to paint anything in the 2D view with the brush I cannot paint anything. Also if I use like stamp drag mode and rotate the brush by 90 degrees it only rotates by 45 and is very skewed in 2D too. Once I set the custom UV set to one of the standard options (1024, 2048, etc) everything is paintable and works again. Everything is ok in 3D View though with a custom texture size. NOTE: Importing textures to a custom texture size works fine, seems to just be the 2D view very broken. Hope this can be fixed.
  16. I would also like a way in the paint objects section to re-order the list. Sometimes I have a lot of paint objects and having to scroll through and find each one toggling them off and on again can get tedious. Either a way to re-order, color code, or put in sub folders would be a great way to organize them more for sure. But I agree, being able to export just one paint object would be a good option as well.
  17. @Andrew Shpagin I'm happy to report is looks like the crash with my large file that I was getting in 4.9.06 and 4.9.07 no longer occurs in the latest beta build: 4.9.08 I am not sure what you did to fix the crash or what the root cause was but thank you for looking into it. If I come across any other issues or crashes will let you know once I get more time to test things out.
  18. @Andrew Shpagin I can confirm the crash I was getting in 9.0.06 with my large file crashes the same in 4.9.07 as well. I sent you the file just recently using that pcloud site (took several hours for it to upload). The only difference between 9.06 and 9.0.7 is I upgraded my graphics card from a 980 ti to a 2070 Super so don't think its gpu related at all. As mentioned before this crash does not repro in 9.04 for me, just the newer ones. I sent in another crash report from 9.0.07 just in-case the call stack changed but I think its the same one.
  19. I'll try that one, the file is about 2.7 GB in 7zip so will take me awhile to upload.
  20. Its a pretty big file even when compressed, do you know of a site that I can host it to send to you? Assuming I will send to you via email as well? Thanks for the help.
  21. I've been having an issue in 4.9.06A, my large 3b file (10.8 GB) crashes the program. In 4.9.04 (the last version I have) loads fine with no issue. I have 64 GB of ram so it shouldn't be a memory issue on my end as 4.9.04 works. Its appears to load for awhile then I get a crash popup window which looks like the call stack included: I do hope a crash like this can be resolved, I submitted a report with the bug report pop up. This beta build pretty much blocks me from testing any large project files due to stability. Side note on the new render section, not sure if its been mentioned before but I don't see an option to choose a custom render size output. The smallest output I have renders all my screens and I cannot just choose a custom value to render one window.
  22. Awesome was not expecting 4.9 so suddenly, a nice surprise today for sure.
  23. Many thanks for the built in 3D Coat data folder location option. Had been using a symbolic link for several years and it worked fine but nice to have an official setting now. It definitely takes a long time if you have a lot of Smart Materials and Alpha brushes so its best to do this transfer when you can be away from the pc for awhile.
  24. I think I will skip .39 and wait for new version since it sounds like it will be coming eventually. Been on .38 and its been working good for now.
  25. While I think if one day 3D Coat did approach a low poly modeling room/upgrade it would turn out awesome I do agree now is not the focus for it. Blender 2.8 with all the add-ons I've added makes it very powerful, so good I dropped Maya as my main modeling tool and I've been a Maya user for years and years. I'd love to see 3D Coat continue to strengthen its paint room since its the main reason I bought the program. The bonus UV unwrapping room is also very nice, as it make UV unwrapping fun and easy.