Dmitry Bedrik
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Everything posted by Dmitry Bedrik
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The only thing I can advise you is perhaps your advice will be ignored (as are my bug reports and the "do as in Blender" sentences (because there many things are extremely convenient and some are only there), so be patient. Perhaps at the time of some religious apocalypse, some of them will be taken into consideration.
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In the .36 version there are still holes in the mesh when trying to cut something more complicated than the base spheres or the cube. At the same time, on some meshes of complex shape, cutting off works, on others of similar complexity, with the same grid (without artifacts) one hundred thousand departures per second when trying to cut a mesh at any angles.
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pose tool blocking other tool if mesh >10 mil
Dmitry Bedrik replied to cerokyn's topic in General 3DCoat
How can this file be damaged, except for the bugs of the program itself? For example, when I launch a program, all (ALL) program settings often fly off due to unsuccessful Boolean operations. Maybe write to the developers to decide this at the beginning? And then to remove this unfortunate file with each new version is such an occupation. More on wellness is similar. -
pose tool blocking other tool if mesh >10 mil
Dmitry Bedrik replied to cerokyn's topic in General 3DCoat
Bro, why did you make the video so ... distant? -
Because the setting is for some reason only a small line on the edge of the selection. And does not apply deep into. Instead, you must enter a change in the gradient from the edge to some center of the region. For a circle, it's easy. For the square. While for complex curvilinear surfaces (more complex than a star), I suggest simply adjusting the offset from the edge of the selection, and you can make any irregularities with the gradient curve.
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Can remove it then from the tabs of the forum, so as not to mislead people?
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What is Trello and how to get there? As far as I can see, a lot of my messages and bugs and suggestions for innovations on the mantis are ignored. Perhaps Trrelo can help. Work on the bugs is not done, at the same time, judging by the posts, 99% of the work is focused on improving the drawing or sculptural layers, which again does not correspond to the current updates when the curves have been updated nicely. As a result, there is confusion. , in Trello vote for something else, something completely different appears in the release.
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When working with a curve and a blocked radius change, adding a point on the curve, with some kind of radius of the pen, changes the thickness of the curve to the specified radius at a given point. This is a bug. v .36
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At least in order to clean up a huge number of holes arising from boolean operations. In Blender with a grid of even 5 million polygons, you can remove holes manually. In koaty most likely you will encounter a lot of problems with this. Especially when the tools needed for this do not work. ESPECIALLY, when it is seen that in the grid the edges under each other pass and do not intersect. It’s just that two grids at the same time begin to exist somewhere, and you can’t do anything about it.
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Please add translations for the Russian language in the description of the tools. In addition, for some tools, the description is simply the name of the tool. While each of them has a lot of nuances that are inexperienced to the inexperienced user and except for a couple of months of use, he will not know about them. And as I wrote a year ago, add the ability to edit the hints in the program. Including translations. Some translations of names and functions are very clumsy. Thank.
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Just how does it work in Zbrush? There would be fewer questions on boolean if the mesh did not crash or the program would not crash on the simplest things with several hundred polygons. Blender's boolean operations are so good that they allow you to create fantastic things in hard-surface style. We can say, they say, yes, this is not the case, there is a sculptor, and there it is not a sculptor, but what is the coat really strong for then? In addition, the boolean voxels work fine, but when you need to make a lot of holes, you need tens of millions of voxels to make it work. With that, when you go to the polygons, your grid will float. There will be no clear and hard edges. And that's bad. This is from the series, when, according to the blurred outlines of the mesh, we can say that someone just started working in 3D coat on a minimal suitable computer, as well as newcomers to Substenc Painter, who thoughtlessly throw in a couple of filters and consider that they have cool textures. And again, over the past year from the moment I started using the program, what I brought in the last two updates makes me happy. I hope this will continue in the future and will bring the boolean operations to standard. Awful things with a mesh during boolean operations, this is my main interest to the program.
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Version .35, an attempt to save the file in full screen mode leads to the fact that the saving window appears as if behind the program window and is simply not visible.
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Does it seem to me or is something strange going on with the forum? I absolutely do not understand, I think I wrote the same message in two different topics at the same time? How can it be?
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I wrote about this bug a year ago. I recorded a video where this bug is. This video was viewed. After a while, this bug is still there. It is very happy. Moreover, judging by the reaction, as if for the first time about this bug will be found out.
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At 100 rays in the frame it works, at 1000 it does not work. What's the matter? In most (I think, in all) rendering programs, more is better. But not in 3d coat. Why?
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Still not working. At low resolution, an endless render. What's the matter?
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Nope. Somethink like <1000
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When I try to render a scene, I have an endless cycle of rendering rays in a frame. From zero to a given (up to a thousand for example), and again, without saving the render. Version .32 and .34