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Innovine

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Everything posted by Innovine

  1. Are 2,3 and 4 correct for the uv room uv set names and surface material names?
  2. While trying to reproduce this myself I saw the renaming bug again, where the first uv set name changes the surface material but the second uv set name change does not update its surface material. However, i must have performed an extra step somewhere because I cannot reproduce it again. So, there is some order or event which triggers this. Can you confirm to me that the following are supposed to be true: 1. That the Uv Set names shown in the Retopo menu bar should be the same as those shown in the UV room menu bar 2. That the Uv Set name should be the same as the Surface Material name 3. That the Texture Editor dropdown should show the same names 4. That the Texture Import dialog Uv Set Name should be the same names I have seen these go very out of sync, you can see it in the screenshots above. I Just have not nailed the exact reproduction steps yet. Perhaps doing a bake before doing the Unwrap is involved...
  3. I get a further error in the UV room saying "Several UV-sets have the same name. Please rename". However, there is no indication how to do this, nor are there any duplicate names anywhere, as far as I can tell.
  4. Actually, I am no longer sure about my suggested solution. If I go to the Mesh & Texture Resolution panel and rename them, these new names show up in the UV room as UV Set Names. However, selecting them shows differnt UVs, not the different textures. Doing the same thing in the paint room shows the diffrent textures. The UV Set names in the retopo room are unaffected by any of it. This whole thing is just too confusing for words. I suggest you guys go and have a nice think about how to decide on some terms which are not re-used, re-interpreted, overlapping, and implement some kind of logical behavior which is easy to understand,. The current thing is so horrible that I cannot even tell if it is working or if it is a bug.
  5. If it helps, here are my suggested steps to fix the bugs in 4.9.45 1. When baking, the newly created texture name should be set to the same string as the newly created surface material name 2. The text "Several UV sets are sharing the same name" should be changed to "Several textures are using the same name" 3. The Mesh & Texture Resolution panel should change "UV Set Name" to "Texture name" 4. Change the Import Texture dialog box so the text "UV Set" is replaced with "Texture" 5. When a name change occurs in the Mesh & Texture Resolution panel, the dropdown list of texture names in Texture Editor needs to be refreshed. There may be other places where the terms UV Set and Texture are mixed up...
  6. No, this is in the latest stable 4.9.37. In 4.9.45 the behavior is different, but I think it is still broken. The following describes 4.9.45 behavior: The UV Set name change does not affect the surface material name, and I think this is a fixed bug. During the bake, the surface material names are created automatically and made unique, showing as "default" and "default1", which I think is also correct. I also think the bake creates two Textures, and incorrectly names them "default" and "default". This probably should use the surface material names. After the bake I renamed my UV Sets to "1" and "2". So the situation is: In retopo room menu, UV Set names are "1" and "2". In the Mesh & Texture Resolution panel, the UV Set names are displayed as "default" and "default". In the Surface Materials panel, the two materials are named "default" and "default1". Here is what I believe happened: After performing two bakes, 3d coat created two textures, named "default" and "default" (this is an error!), and two surface materials "default" and "default1". I think the textures should have had the same name as the surface materials. Then, when going to the paint room, it shows an error message reading: "Several UV sets are sharing the same name. Please rename using 'Textures->Mesh & Texture Resolution". I think this error message text is incorrect. It should read "Several textures are using the same name..." Worse, when you do go to the Mesh & Texture Resolution panel, you see that it too calls them UV Set Name. I think this panel also needs its text changed to show "Texture name" instead of "UV Set Name". Once you do perform a rename in the Mesh & Texture Resolution panel, the old names are still displayed in the Texture Editor dropdown list. Currently you have to close the texture editor window and open it again to see the new names. In summary, I believe there are 3 sets of names being used in this area, UV Set names, Texture names, and Surface Material names, and that 3d coat incorrectly names the Texture Names, and also incorrectly refers to them as UV Set names in multiple places. The Import Texture dialog box also incorrectly names things. Here again I think the box is using the term "UV Set" when it should say "Texture", since it is displaying the texture name, not the UV Set name. Hope that explains things somewhat.
  7. I have a scene with two UV Sets. I have performed two bakes, and gotten two different surface materials. I notice that if I rename the first UV Set in the retopo room, the surface material gets renamed too, however if I rename the second UV Set the second surface material does not get renamed. I am also getting occasional errors saying that the uv sets have the same name, when they are called different things. You can see this naming issue in the screenshot. This occurs even if I dont rename anything and they are called "default" and "default1".
  8. I have a gtx1070 (not ti) and an i7 and don't have these issues with a few million polys. Some large smoothing brush might take a moment but extruds and build brush work fine. If you have a spacemouse, you need to have it connected. 3d coat can't handle it if you have the drivers installed but not the hardware connected, it will just come to a crawl. They mentioned this was fixed in a recent patch note but it absolutely is not fixed.
  9. Seems to work much better in blender 2.82. It's really natural imho. Please, can we get an improvement in 3dcoat? Something which changes the movement sensitivity based on how much you zoom in. An explanation for the modifiers would also be welcome, I can't quite figure out what the different parameters do. By the way, I saw a release note saying that the stuttering issue was fixed, but my .43 is still stuttering if the mouse is not connected when the program is launched.
  10. I have both an orange10 and an orange30. Both have had serious problems. I had to order a replacement screen for the 10 after a few weeks as it failed. The orange30 has some wobbly shaft direct out of the box, and printes everything with unacceptable stripey artifacts. A replacement part is on the way, but I've waited 5 weeks so far. I have also ordered replacement FEP, and resin was missing from my initial order. These two packages appear to be lost in the post somewhere. Longer support have been good, but I carried out a poll on their fb group and it seems like from over 100 people, 25% of them received a defective printer out of the box, or that it fails rather quickly. Again, the support is helpful and quick to offer replacement parts, but still, they should get this shit right at the factory. If you are willing to take a bit of a risk with Longer (I was) then it seems quite good for the money. Just be prepared that delays, assle and replacement parts are likely part of the experience.
  11. I've created interlocking parts with orange 10 and 30. I've only measured the 30, but my calipers says its accurate to at least 0.1mm, and below that I think my calipers isn't so good. Maybe your exposure time was a bit high, that will thicken the model.
  12. How do I make models which I can drag into my sculpt room which can subtract from the existing voxel object? I remember reading somewhere that the model just needs some geometry with a special name, but I can't find that again now. Anyone know?
  13. The logic is bizarre, and poorly explained. It's also a completely separate thing from bugs, of which there are many. 3d coat is great, but there's no reason to pretend its not quirky, weird and unpredictable. It is what it is.
  14. I get terrible framerate if the device is not connected. If it's connected before 3d coat starts up it is fine. I just installed the latest beta and can test this again tonight
  15. Nevermind, I found it. This is due to having Primitives tool in the Quick Access bar from older version. In 4.9.0.9 if i click on Primitives Quick Access icon, i get put into the transpose tool, which is incorrect. However, setting up a new quick access icon works ok. There is clearly a bug where the Quick Access icons from the previous version are not indexed correctly in the new. ALl myt quick access icons go to the wrong tools.
  16. Usually when I select the Primitives tool, a toolbar appears along the top of the screen showing the various primitive shapes. But in 4.9.0.9 when I do this the toolbar is not there, and I cant find it under WIndows menu. However, if I go to New, Voxel Sculpt, and click on the Cyiinder, THEN it is shown, but only then. How do I get this up in the regular sculpt view?
  17. I can also remember the different key assignments, but when it comes to the movement of the actual puck, I'm pretty sure my brain knows how it's supposed to work, and if the app doesn't match that (like Blender) then I have a really hard time. I don't remember exactly what it was, but I did go through all the turntable and orbit options and inverted the axes and so on, and couldn't get blender to behave like 3dcoat. I really wish the puck movement could be standardized across applications, much like a mouse behaves the same regardless of the app even if the button mappings change.
  18. The use of the displacement (also known as height) is up to the renderer. It's essentially a 2d heightmap using the UV coords, where the map contains information on how far the pixels should be moved from the surface of the polygon. In Unreal Engine 4, you can use the Parallax Occulusion node in a material to move the surface pixels during rendering according to the heightmap. So, yes, a bit like normalmaps, but not quite, as it does actually produce parallax effects and occlude other pixels where a normal map wont. I don\t know how Marmoset works so I can't comment on what it does. Why not just export the high poly model and work with that, it doesn't look crazy complex, cant marmoset handle that?
  19. Sadly many programs dont support it. Even the ones that do, like Blender, have some different movement scheme so it feels different.. I've never made friends with Blenders support for it, and I dont actually use it in Blender at all. It works in Unity with a plugin and that's quite ok. No support in Substance Painter which is really disappointing, and I think it doesnt work in zbrush either.
  20. I've spent the last few days on a model of the Soviet lunar lander, the LOK, which was designed in secret during the late 1960's, but sadly never flew in space. It's about as accurate as I can get it, and I'm pretty proud considering it's the first complicated 3d coat project I've completed. Now all I got to do is figure out how to 3d print it
  21. Maybe not the very latest build, but yes, 4.9 something. I have not gone back to 4.8 to compare, but I think I felt something the same there too. Maybe its worse now, I don't know. Were things like pressure curves altered between 4.8 and 4.9? In general, I think it fair to say that I find it pretty much impossible to switch tools and guess what depth I am going to get for a particular Depth setting.
  22. I use a 3d Connexion Spacemouse (and it was an important reason when I chose 3d coat to be honest). I notice recently that in 4.9 when working on very small objects, the movement/panning is extremely sensitive. It seems like the displacement of the spacemouse controller gives an absolute camera movement in 3d-coat, and does not scale the input to match the zoom level. Is this configurable in some way? I'd prefer if the spacemouse movement rates are relative to the objects size on the screen, not the absolute movement of the controller. Please let me know if this description is not clear. You can probably see the problem for yourself if you up the voxel resolution and make a very small object, and then zoom in so it fills the screen and then try to pan it around. It just shoots off the screen when you touch the controller.
  23. Just a general feeling with 3d coat overall, but I never really feel I know what a tool is going to do until I start using it. Sometimes they will bulge out a ridiculous amount, some times there is no effect whatsoever. Some tools I have to crank up to really high Depth level just to see a difference, others I need to set to below 1% to get an acceptable calm response. I use a Cintiq and the pressure sensitivity commonly feels bad, either no response or overwhelming, and this differs from tool to tool. The tools are ok for what they do, I guess, but they don't feel like a reliable TOOL, like a hammer or a screwdriver. They feel like finicky, unstable, unpolished things which are liable to jump around in my hands and destroy my model as much as they help. Does anyone else feel the same way? Would 3d-coat benefit from an improvement and polishing of how tools work, to make them feel more predictable and united in their responses? Can anything be done about the sculpting-in-shaving-foam feeling?
  24. You can select all edges and then Clear Sharp. Andrew said somewhere that this would be addressed in an upcoming version.
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