Ctc_nick
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Posts posted by Ctc_nick
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Hi! Thank you for the flat subdivision in PPP!!
I have a very special topic for Applink. For people who use OCIO ACES configuration in Blender. Applink tries to create Non-Color mode Nodes which Blender wont find.
We only have this types:
Non-color = "Utility-Raw" / "role-Data"
HRDI/EXR = "Utility - Linear - sRGB"
Textures = "Input - Generic - sRGB - Texture" / "role_matte_paint"I was not able to fix that in the json file of Applink. Maybe you can add a "small" fix for compatibility?
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17 hours ago, Jones C said:
Stable official release?
Yes, its marked as stable.
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5 minutes ago, Elemeno said:
2024.15 coming today?
Yes Its out already! check the "AutoUpdater" under docs\3dCoat\data
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Heyyy 0.15 here i come!!! Happy that the Servers are working again. Thank You for all the new and recoded Stuff!
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Hi! Thanks for the cool Update 0.14. Updating the AI automatically is the best Way you can go!! That will make scripting and searching much easier.
I have a small but important Report, which will also make the work much better.
This is for workflows , which include editing and tuning existing Models. (Top Down)
Starting in the Paint Room with Details ONLY existing in Displacement Maps.
Baking Commands in Paint Room(Menu,Edit,Calculate Curvature and Occlusion): While Curvature and AO Baking in PerPixelPaint Mode are incredibly fine, and I think this could work even better in Microvertex Mode.
->In Microvertex Mode: Curvature it is baked from Low Poly. Could this be baked from the generated high-res (black wireframe)?
It would be really cool, to have.
For Comparison, the perfect PerPixelPaint Curvature Map:
Thank you,
and all the Best!
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@CarlosanHi!
Yes. Its a Plugin for Blenders Node Editor. It can:
-seek for the "Factures" attribute and connect it
-fetch all the PBR channels from one Texture Name
-restore the displacement channel
-switch Cycles Renderer automatically to Subdivision at Rendertime.
Im have not published yet, maybe I should put it on Gumroad for small Sponsoring. Never tried
Thank You for your interest!
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On 3/9/2024 at 10:01 PM, digman said:
"""Just one little explanation. The Reason I use Microvertex Mode is that it supports Flat Subdivision, it even respects Hard Edges. And the Preview Display of the Mid Poly Mesh is just excellent! PPP on the other Hand is much newer and stable I think? But turns everything into a ball (Catmull-Clark) as soon as you turn on Subdivision. I cant add Loops to the Low Poly, because Nanites will take care of the Subdivision. I just import Meshes to Paint Room with "no bake option" to Edit Textures and Displacement."""
You can select auto-smoothing groups and set your max angle to prevent rounding.
Does that help some.
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Also, when testing, PPP and flat displacement, it respects hard edges when baking from the retopo room. No need then to use Auto Smoothing Groups then.
Does that help some...
Hey @digman! Yes that helped a lot. And It does work for all modes in ppp, now that you say it.. (blush)
At some point I started using a Flat plane for testing, and that does not work. Math guys maybe would say: there are no hard edges on a plane.
Would be nice if it works for Landscapes, Walls ,where a plane is enough. Probably i'm just overcomplicating.
Thank you very for the Tip, that brought me be on track!!
All the Best!
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12 hours ago, digman said:
"""Just one little explanation. The Reason I use Microvertex Mode is that it supports Flat Subdivision, it even respects Hard Edges. And the Preview Display of the Mid Poly Mesh is just excellent! PPP on the other Hand is much newer and stable I think? But turns everything into a ball (Catmull-Clark) as soon as you turn on Subdivision. I cant add Loops to the Low Poly, because Nanites will take care of the Subdivision. I just import Meshes to Paint Room with "no bake option" to Edit Textures and Displacement."""
You can select auto-smoothing groups and set your max angle to prevent rounding.
Does that help some.
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Also, when testing, PPP and flat displacement, it respects hard edges when baking from the retopo room. No need then to use Auto Smoothing Groups then.
Does that help some...
Thank you Digman! I will try that in a moment.
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1 hour ago, Carlosan said:
I think the same.
The great challenge for this year must be to unify workflow.
The global view must be changed from separating tasks by workspaces (cad style) and grouping by the 3 large interaction groups: highpoly, lowpoly, paint.
And this 3 data-blocks groups must be linked for easy interaction.
Sculpt, Retopo+Modeling, Paint+tweak+UV
I just read it again, thats it exactly !!
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Just one little explanation. The Reason I use Microvertex Mode is that it supports Flat Subdivision, it even respects Hard Edges. And the Preview Display of the Mid Poly Mesh is just excellent! PPP on the other Hand is much newer and stable I think? But turns everything into a ball (Catmull-Clark) as soon as you turn on Subdivision. I cant add Loops to the Low Poly, because Nanites will take care of the Subdivision. I just import Meshes to Paint Room with "no bake option" to Edit Textures and Displacement.
Maybe this is possible:
In Fact the Low Poly mesh must not be altered at all, maybe just the displaymode of the highpoly in Paint, to serve as Curvature Map and AO Source which is much better in PPP.
Nice Weekend everybody!
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5 hours ago, AbnRanger said:
The Tweak Room is deprecated/legacy, meaning it won't be further developed as it has long been planned to remove from the app. I have asked Andrew to merge PAINT Objects with RETOPO/MODELING meshes, so that users can work with the same low poly models in the Paint and Retopo/Modeling workspaces. Right now, they are completely separate meshes. You can copy Paint Meshes to the Retopo/Modeling workspace > make edits to the mesh > go to BAKE menu > choose UPDATE PAINT MESH w/ RETOPO MESH. Yes, that is a work-around, but merging of the two mesh types is obviously a major undertaking, so it may be a long time before we see the merger...even though Andrew (Owner/Chief Developer) knows it would be beneficial.
Hi! Thank you for your response.
That would lead to removing the tweak room, which is the only room which CAN edit the Paint Model. (without changing anything about the UVs and not caring about streching uvs and no baking, just translate some vertices). I dont think merging is the right word. More like Making a List of all Positons in the Retopo and Update the Positions of the geometry in Paint. That should not be a major undertaking, but if Im wrong could explain some details, where?
Update paint mesh w/retopo mesh unfortunately does not work in Microvertex Mode, as it turns the Model into PerPixelPaint Mode. The legacy Tweak room can already do it, yes i know Blender can do it easyly in Edit Mode, but it would be fantastic to have it here, to finish it in 3dcoat.
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@GorbatovskyHello!!
Could you make the selectionModes and Transform Gizmo of Modelling Room available in the Tweak Room? It would be a Timesaver.
It is about not having to rebake everything everytime. At the moment this requires exporting and reimporting.
Tweak Room can only modify the highres Model of Paint, but should allow modify low paint poly.
"Take model from Paint room" merges the PaintObjects into one Polygroup and looses name. Surface Materials get lost.
-Vertex Selection Lists of Modelling and Tweak Room are incompatible. That was my second thought.
- Im dealing with adjustment of displaced mesh and not Displaced Mesh Objects. It would be so cool to have that mod factor inside Tweak or Paint Room!!
All the Best to and bless you, thx!
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On 3/2/2024 at 3:56 PM, Jones C said:
a small request for dev team to consider.
Can we have the option to remember the setting for resampling when click Control R or Enter?
If the user does not choose the "remember setting", clucking Ctrl + R will pop up the dialogue.
If user choose remember setting, ctrl + r will resampling without dialogue pop up, until user click another key like shift + ctrl + R to call up the dialogue.
You can do this:
1.Create an empty Python Script from Menu and paste this. 2.Assign Hotkey
import coat#Desired PolycountPolyCount=100000CurName=coat.Scene.current().name()print(CurName)# we take the current volumev = coat.Scene.current().Volume()#Turn to Surface, voxels cant be decimated this wayv.toSurface()# as Mesh:m = coat.Mesh()CurrentPolycount = v.getPolycount()print(CurrentPolycount)#m.fromReducedVolume(v, reduction_percent=99, with_subtree=0, all_selected=0)m.fromVolumeWithMaxPolycount (v, max_polycount = PolyCount, with_subtree = 1, all_selected = 0)v.clear()v.insertMesh(m)se=coat.Volume.inScene(v)#v.mergeMesh(m)#se = v.getSceneElement()se.mergeSubtree()NewPolycount = v.getPolycount()print(NewPolycount)That way you can get quick to a desired Polycount.
I could not manage to get access to the Resample Dialog. when I tried lambda, I could not exit the dialog (stuck in loop).
#coat.ui.cmd("$ResampleParams::RequiredPolycount",lambda:str("1000"))3Dcoat Team: Can you make a small library/list of all residing and hidden "$" Commands. or give sources where to find.Thank You!- 2
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Options.XML for the ID's is a very good Tip.
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2 hours ago, Andrew Shpagin said:
Please read about debugging in the Manual.
https://pilgway.com/files/3dcoat/PythonAPI/index.html
You can't just choose the interpreter because Python is not external to 3DCoat, it is embedded.Regarding font, there is settings class, you may change any option using that class:
coat.settings.setString("FontColor1", "FFFF0080")
As stated in options class doc:
ID the identifier, go to Documents/3DCoat/UserPrefs/Preferences/, look for files Options #.xml, open and look for required identifier, use it as ID
And if you opened the file as RMB->Edit in 3DC, the .pyi file will be copied and VS Code will open the project folder, launch.json created. The correct hints will appear as you type code.Also, the AI helper for 3DCoat coding will appear soon. The current one may be helpful, but not always.
Hi!! I meant Frontcolor not Font change with Python. This guy:
It has no asignment with rmb+mmb command, like the channels, thats why i ask. I can not find the Python Command.
I will read the Docs for the debugger thing. definitions and Hints are already displayed fine!! I didnt select anything, and I know its embedded. Should I just ignore: [warning] Identifier for virt-virtualenv failed to identify
Ill now stop bothering, because Python in Coat really evolved in a positive way. My Script is working good. So Thank You!!
If you are able to feed the AI with all functions this will be very handy. ChatGPT does a very good Job aswell, for the Python Stuff and general questions. yes well sometimes.
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Thanks for adding
coat.ui.enablePenChanneland the others. You are doing great!! also mentioning it in the Releasenotes is good!
1. Quick Question. How do I select a Front/Back Color in UI with Python? ae with hex #7f7f7f??
2.When I Select Documents\3DCoat\python-3.8.10\python.exe in MS Code as Interpreter i get:
Its running anyway but it is always reporting as Problem and falling back to another Python.
024-02-28 09:21:25.492 [warning] Identifier for virt-virtualenv failed to identify C:\Users\xxx\Documents\3DCoat\python-3.8\python.exe [Error: ENOENT: no such file or directory, scandir 'C:\Users\xxx\Documents\3DCoat\python-3.8'] {errno: -4058,code: 'ENOENT',syscall: 'scandir',path: 'C:\\Users\\xxx\\Documents\\3DCoat\\python-3.8'} -
@Andrew Shpagin "RMB+MMB over the control" -Is that working for you?
I only get:
// cmd - based script:
cmd("ViewGizmo");
// UI - based script, need to define the variable somewhere before: UI ui;
ui("ViewGizmo");Thats why I thought I there is no command. But with your help I found:
HighlightUIElement("$PEN_TOGGLE_MASK_HINT",0.1);
HighlightUIElement("$PEN_TOGGLE_DEPTH_HINT",0.1);
HighlightUIElement("$PEN_TOGGLE_SPEC_HINT",0.1);for Angelscript.
My Problem with the Metallic is that I very often accidentally Paint over the Color Channel when I actually want to paint only Metallic/Gloss.
Like when you deactivate color and paint 100%Opacity for Metallic. So the setting is there. Its just the way how to set is little confusing.
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Hello!
1.It is not possible to draw Metallic or Rougness only, while Depth is possible with 0 Opacity. So you have to draw over the color channel to paint metallic.
It would be better if you could draw Metallic and Roughness only.
2.You have to disable the color channel for that. Can You please add Python commands for disable/enable channels?
Many Greetings!
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.10
Hii.
In Paint room, MV Mode
Create Metallic Layer above another PaintLayer , Merge Down the Metallic Layer, Switch the merged Layer off and on .
-->Metallic Information is gone.
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Hi I found it. And concrete Example now.
I could not leave it like that. So everything you change in Main Prog is okay-Submodule Change not. That was quite easy actually.. Examples are best.
Remember you have to change the string in the Submodule to see "no change" when run.
Anyway Nice Weekend , and all the Best!
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10 minutes ago, Andrew Shpagin said:
Not easy to understand, please explain what is different if you restart and not restart.
1. I Change something in Code. (Layername)
2.Run the Code. The Layername stays the same, like not changed code.
3. Restart. --> Code is Updated and Layername changes
But it is all functions, so Layername is just an example for a function change.
It would be great to have somthing like a flush button for that. Not to have to restart Coat if possible.
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In this Video I try to show that I still have to restart to Update the Code, maybe it Is because I call the dialog p from module instead of the main program. As test I just rename the Layer. (Layerpanel) Have a look, hope you like it. FYI
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3DCoat 2024 development thread
in New Releases, Bugs Reports & Development Discussion
Posted · Edited by Ctc_nick
For the Imported Blender Cube.
Now pre-subdivided by previous import.
In 0.16 In Paint Room the NormalMap get a strange banding.
This Happens with Brush and Airbrush. Pen Tool is OK.
Hard to explain. Please import in Paint Room for PPP and paint on this Box. no subdivision.
test.fbx