Jump to content
3DCoat Forums

tritochke

Member
  • Posts

    81
  • Joined

  • Last visited

Everything posted by tritochke

  1. allright, I've fixed it on my own. Basically if somebody needs it - find your 3DCoat_2022_Data folder and look for your '' UNDO '' folder, clear everything from there and test if it OK. If not then find AutoUpdater folder and delete that as well, it should be fine after that.
  2. yap, found a '' data '' folder in my cache drive where I store all the coat's data and, added sufix '' __ '' to folder and initated boot, now it's working but I have no data, no materials, no license Very badword, no reason for it all all.
  3. yea, i did, used the same .exe from the site, same thing unfortunately. still stuck, not sure where and not sure why cuz i wasn't even doing anything special with during my work session, just basic shit. Smart materials might be corrupted, seems to me this is something that happens pretty often
  4. I've been using my 2022.36 version for months now, no isues what so ever, i've even used it for couple of hrs today and now it just stopped working, something is probably corrupted in either prefs or somewhere else but I dunno where exactly. Any clues ? thank you.
  5. Thx Carlo, I'll check my settings, pehaps this is the answer I've been looking for.
  6. atm i cannot, very low on time and kinda on a deadline, i'll try to record some example of what is happening and I'll send it once I free up a bit of time.
  7. No, i'm using Per-Pixel and it worked fine till last few updates. I've tested with 3dc generates curvature as well, it doesn't work at all..and once I generate 3dc curvature all my previous work is basically destroyed, not even simple materials can be applied to my mesh without significant artifacts. More and more It feels that texturing is slowly dying out in 3dc, I'm really starting to contemplate switching to blender and leaving all these payed apps to die out...this is just not acceptable at this point. sry.
  8. Depth channel is bacially '' dead '' when I'm trying to build a smart material. This issue is happening on and off all the time, I don't see any special settings for depth channel anywhere in the settings panel, I have no active overides on this channel, meaning that opacity, depth and glossiness intensity is globally set to 100 and is not being blocked out. Currently I am on 2022.34 version, can someone confirm this ? repo is simple, try to build your material and put any height map or any b/w map in the channel slot and then check smart material preview window to see if anything happened. For me it makes no difference, it's feels like no matter what type of map I assign to depth channel it won't work and it doesn't show on the geometry, it renders flat with no bumpness at all. p.s. I am using imprted normal, curvature and AO maps baked in marmoset. 3DC freq notifies my about curvatures being in '' old style '' and that to avoid it I should bake new normal and curvature map..which is OK but if this is the reasoon for depth channels not being properly handled by 3dc just because I didn't bake maps within 3dc..then you should just remove 'import option all together cuz its irrelevant if this is the case.
  9. Ok, so, basically data folder was corrupted, deleted now. really annoying,not sure what caused it since I only have smart materials there and they are all from PBR scan gallery, most of them bought before it became free to use. anyway, it's working now, thx Carlo
  10. Oh, i found it here, and yes i do have this version installed. As far as anti-virus is concerned I have malverbyte, wasn't blocking it before not sure if it does now
  11. I cannot reach that version unfortunately. Usually I do that through in app updater, not sure how to find it here anymore
  12. today it's not working at all, by that i mean I cannot even boot it up, it basically just stalls on the splash screen and never moves from there.
  13. Visibility of this symetry helper is really wonky, not sure if it's the color or the shape but damn it's really hard sometimes to see it ( expecially if you use custom shader on you model like I am here ) Would it be posssible to request feature : add color adjustments to the symetry helper add scale adjustments to the symetry helper add shape adjustments tot he symetry helper that way we can customize it to better fit custom or legacy shader for model. thank you
  14. Yes, I know that also could be used as a solution, however I think suggestion I made in first post is a lot more intuitive, it is within export menu and it's really logical and it's non-destructive ( meaning, I wouldn't need to delete 6 maps within PBR Metalness preset just to export single map, I would just have to check/uncheck what I need )
  15. on texture export it would be really useful to have option to deselect certain maps in case we dont need all of them and wouldn't want to delete any maps from the list just to export one.
  16. Please make the color palette pop up window within smart material editor scalable, currently it's locked in size and it' basically blocks entire screen sometimes. It Would also be nice if we could dock smart material editor somewhere. thank you
  17. it's fixed on maximized...however, i've never seen this issue before, and now I have to do it every single time I start 3DC, kinda annoying. but it does fix it.
  18. Ok, nevermind...this is a weird issue I just encountered. So, basically, 3DC will start but the window will be really really shrinked down..and I couldn't see it at all. Can I somehow force true monitor proportions for the boot-up ?
  19. hangs on this window...and that's about it specs : 64gb ddr4, 2080 ti, AMD Ryzen 9, 3950 16 core. New GPU driver batch just installed ( problem was present before instalation, I figured that drivers might me the cause for it..but they are not ). nothing really changed on my machine from the last time I used 3DC. Could it be that license is somehow NOT being read properly ?
  20. cheers Carlo for commenting, unfortunately this is not what I meant. Right from the start you can see that he is working with only ONE uv set, one object with one uv set. That part is simple, I know how to work with alpha in 3DC but only with ONE uv set. If I want to work on 3 different object with 3 individual UV sets this I do NOT know how to do and judging by the '' logic '' behind transparency being a global factor and not PER OBJECT I think working with multiple objects, multiple uv sets and multiple transparencies is just not doable in the current 3DC. Maybe there is some info about it somehwere on the net but I kinda doubt it. For example, in substance you can add Opacity map to each object, this is kinda '' basic '' stuff. I kinda hoped this new version will bring many cool features to texturing approach...but nah..i dont see it.
  21. SMEditor size is really really huge, I dont remember it being this '' commanding '' on screen before. Once I open it pop up window completely blocks my entire right side of screen. Also, this pop up is locked in size ( many other pop ups from different tools have similar or same issue ), I cannot manually adjust it's size nor can I dock it somehwere to force his proportion to a normal, workable size.
  22. i'm not sure how this relates to my issue, I have 3 different uv sets and for all of them I have already pre-made opacity(alpha) maps with all trasnaprency info needed, but I cannot enable them all in one project because no matter how many objects I have trasnaprency is calculated globally and it's not based on per-object approach. That does indeed mean that BASE layer is the one that ( if ) partially erased will show that object is transparent, it's just that I'd like to assign 3 different maps to 3 different objects and clip alpha with that. Please correct me if I'm wrong here, maybe I didn't quite understood your reply. thank you
  23. I wonder how to enable '' transparency '' for several objects in my texturing project. I've made a two clusters of feathers and was hoping to '' enable '' transparency per cluster, meaning to be able to see real feather alphas on two different uv sets. Currently it seems almost impossible, or maybe i'm missing something here ? thank you
  24. I've realizes that most of the time when I'm trying to import multiple objects from Maya to 3DC my UV SET Names get reseted to Maya's preference which is usually '' blinn1sg'' and it's kinda hard to tell which object is which at that point. I'd suggest here that perhaps a small '' preview '' thumbnail can be added to individual uv set channel to precisely show which object belongs to this '' blin1sg '' uv set ( of course, level of confusion here is the issue and when dealing with multiple objects in the scene having some kind of double-check is always good thing ) I'll add preview image that explains it better ( at least i hope it does ) . thank you
  25. Seems you solved this mystery, thank you. I guess I expected wrong results
×
×
  • Create New...