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poeboi

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Posts posted by poeboi

  1. 2 hours ago, Andrew Shpagin said:

    The source of problems is that script ends and class CmdPanel does not exist anymore after the end of the script. The correct script is below. The key is the registering the proxy tool that forces the script to keep being in memory. Pay attention you need to show the window manually using Windows->Palels->Command panel. In 2023.23 this last action no longer needed, and the proxy tool will not appear as well.

     

    Fantastic! Thank you so much for your time and help @Andrew Shpagin:D
     

     

    What the panel solves for me is the menus present me with many options, too many to reasonably keybind and sometimes difficult to navigate to each time, but now I can be presented with only the commands I know I most often use via the panel which is very handy! :good:
    • Like 3
  2. image.thumb.png.53e0b52dce39e6973ff496a156abbdfd.png

    I tried to DL and load it, it seems to work :unknw: sounds like a very annoying problem

    This is a shot in the dark, don't know if it can fix it but I had a problem kind of like it, so maybe it can help.
    In your program files where the 3D-Coat install directory is, you are on 2023.31 but does the installation folder maybe say 3DCoat-2022 ?

    Because I had just kept updating for a long time (2022, and into the 2023 versions) and eventually I had some ui problems. So I did a fresh install using the installer from link in development thread  

    On 7/14/2021 at 7:44 PM, Andrew Shpagin said:

     

    The links to download:


    and made sure to get a new 3DCoat-2023 folder in my program files. And some of those problems stopped.

    • Like 1
  3. Thank you for recent updates 3dcoat team, as always!

    I have some questions, maybe suggestion for CoreAPI

    Recently I tried in various to implement a script, class inheriting from PopupWindows, and the idea is to store some ui commands in it for simple access. Like the 'Presets' window except for only most used ui commands

    But I suspect maybe calling coat::ui::cmd or other commands like that is not supported in this context

    here is what I am trying to do, from popup window have ui commands like "invert freeze" etc

     

    the script in it's simplest form:

    #include <CoreAPI.h>
    #include <coat\PopupWindows.h>
    
    class CmdPanel :public PopupWindow {
    public:
    
    	CmdPanel() {
    		this->AutoShow();
    	}
    
    	virtual const char* GetWindowID() override {
    		return "Command Panel";
    	}
    	
    	void Button1() {
    		coat::ui::cmd("$MENU_INVERT_FREEZE");
    	}
    	void Button2() {
    		coat::ui::cmd("$InvertHide");
    	}
    	// etc...
    
    	SERIALIZE() {
    		{
    			UI_LAYOUT("1");
    
    			FUNCTION_CALL(Button1,"Invert Freeze");
    			FUNCTION_CALL(Button2,"Invert Hidden");
    			// etc...
    		}
    	}
    };
    
    EXPORT
    int main() {
    	CmdPanel p;
    
    	return 0;
    }



    but it does not work
    if it is possible to do it, I would be very thankful for an example implementation or how I should register the functions to accomplish it

    so this would be coat::ui::cmd() but also very handy would be if core::io::executeScript and ::exec was accessible in this way too

    thank you for your time and any consideration, wish you the best

    image.png

    • Like 1
    • Thanks 1
  4. This is something else I wanted to report, it is a bit hard to explain so I include a video as well

    Using subdivide surface tool to get more res in only one area, when ressing up a few steps there appears some strange artifact
    but it seems like the artifact is "fake" because 1 stroke of smooth it disappears

    but when painting depth on a layer it constantly appears and reappears, toggling depth % of layer it will disappear but then reappear

    the reason I want a lot of res in one area is for more detail there when its OK rest of model is not as high res, or it becomes a lot to work with
     

     

    (sorry about the duration!) 

    • Haha 1
  5. 36 minutes ago, Oleg_Shapo said:

    image.png

    Does using this command cause a crash?

    With some further testing, it works fine (Save Volume as 3B, Save Volumew/ Sub-Tree.. + import) if I make new models and paint them from scratch.
    I think the trouble is with one of my scenes and models in that particular scene, they are only ones that cause crash if I export and re-import them.
    Cannot share those scenes as it stands but will report if I can reproduce this problem start to finish somehow

    • Like 1
  6. Hello, I am a bit stumped about how to create proper images to use as alphas, which respect positive and negative depth values simultaneously

    to be clear what I want to achieve is that in surface mode in sculpt room, the depth when painting with the alpha or image does not only contribute positive depth

    From build 2023.07 notes:

    Quote

    - The important changes for ALPHAS: now alphas imported from images (including exr) may be mixed positive and negative, it allows making more realistic skin details. Negative alphas work for draw/extrude-like brushes in sculpt room. Additional option - Alphas may be imported as rounds with accurate falloff, it simplifies making alphas from the raw textures a lot. This option available in alphas palette or using drag&drop.

    image.thumb.png.9a379aa4d37b7304b96c18aa673041f5.png

    I greatly appreciate any and all information regarding
    - what the image format needs to be
    - what contributes positive and what contributes negative, values color? channels?

    I wonder also if this will work for layers in smart materials or image texture projection painting as well
     

    Thank you for your time!


     

  7. 32 minutes ago, Elemeno said:

    saving the volume worked fine , im always imported perfectly too.. but it doesnt save information like paint but other than that it works fine also the mesh was 8.5 million

    Thanks!
    the problem is probably on my end then, I think I'll refresh my installation at some point when it is convenient

    but I do believe I have been able to save as .3b with sculpt room paint before and import it painted as well 

  8. Build 2023.22 Having some trouble with combinations of the following options

    image.png.d35b49e5da727e30d974c07aa3d85719.png
    image.png.c784abee818bbe0015a3c33dce3b1d6c.png
    image.thumb.png.daa9418c0a6f5bc7585e4962f2055454.png

    I'm having a problem with import .3b in Sculpt room, the RMB context of the VoxTree

    I am also having a problem if I use the "Save Volume" for only one object, and trying to re-import it

    Trying to "open" normally a .3b which was saved as volume from tree: It ostensibly loads a bit of the way there but 3DCoat crashes and shuts down completely without any prompt for sending crash reports
    Same with trying to "import" a .3b which was saved from tree

    saving and loading scenes normally (save as, .3b / open .3b) work completely fine

    Could anybody test to confirm?
    - ~6million point mesh with some textures on layers

    Addendum: I had a problem previously in earlier 2023 or late 2022 build, "Save volume" to .3b of a painted mesh or sub tree, importing it again would only get parts of the textures, maybe it is related. It was OK for a while.

    Workaround I have is is to simply make duplicate of scenes, erase all other objects except the one saved
    and merge textures

  9. image.thumb.png.06cf473f67e7c0f7c991fbd61a691737.png

    Can be helpful to know that the top opacity slider per layer of smart material is the overall contribution of that layer, so if it is set to 100% in many case it will override completely some properties like • color • depth • mask • roughness et cetera of the one below 

     

    so if you have a depth image on Layer 1 say with wrinkles
    if you have a depth image on Layer 2 with bumps, it will "override it" completely and be only bumps

    but if you change the topmost opacity slider of Layer with the bumps to say 50%
    you will then get some contribution of bumps on top of wrinkles. Hope that's helpful

    Edit: and of course the "Mask/Opacity Texture" is one that can control the overall opacity of the layer using a texture. So if you somehow have a mask pass for the bump depth as well, you should be able to get only bumps from the depth texture on Layer 2

  10. This might be double post, if so I'm sorry but I think my previous request for this might have been lost to time :blush:

    I would like to request "On Plane" setting for Sculpt room Move tool and possibly also Modeling, Retopo room Brush tool

    the usecase is manipulating the geometry from outside the object's silhouette

    thank you for any consideration!

  11. I seen Python interpreter in 3DCoat is 32-bit, I was wondering if that maybe is a deliberate design decision 

    discovered it by chance because some packages have trouble installing and don't have 32-bit equivalent, so the errors display:

    ERROR: Could not find a version that satisfies the requirement ... (from versions: none)
    ERROR: No matching distribution found for ..."


    I'm thinking there is probably a good reason for it but thought I'd check  not a dealbreaker either way, can make do!

    Edit:
    sorry got confused 
    if I run via script

    import struct
    print(struct.calcsize("P") * 8)

    I get 64 

  12. 3 hours ago, Koray said:

    Hey there Poe,

    Seems like you understand these stuff. What can a regular 3D Coat user can create with Python or CoreAPI? Is there anything we can create with them or are these just for developers?

    hello, I wanna say not just for developers but depends on whether you are interested in scripting at all

    put simply the Python scripting makes it much easier to in example do many things you commonly do in 3dcoat in one go, chain doing things together, or send stuff to / from other apps automated without dedicated applink

    definitely not out of the question if people ask for script to do certain things on forums somebody can make that and share

    • Thanks 1
  13. Python scripting (have not tested with CoreAPI)

    Slight issue with getting the Sculpt Models panel to update with new occurrence of object after invoking "Save to Meshes Panel" from script
     

    import coat
    
    # Select Sculpt Models folder titled "Working" as active
    coat.ui.cmd("$FOLD_UserPrefs/Models/SculptModels/Working")
    
    # Use "Save To Meshes Panel" cmd (id is $ExportPatternForMerge) with callback to save immediately without decimation in modal
    coat.ui.cmd("$ExportPatternForMerge", fn=lambda: coat.ui.cmd("$DialogButton#2"))
    

    via file explorer in my UserPrefs/Models/SculptModels/Working  the new .obj will be there
    but it does not appear in UI until 3DCoat restart

    • Thanks 1
  14. 19 hours ago, Elemeno said:

    what changing the whole core langauge from c++ to python?

    It will most likely be a Python layer with wrappers for lots of data types and interfaces and that's fantastic news because, if it works even half as good as I imagine it will lower the bar immensely for integrating use of 3DCoat into various pipelines and tools in which there is a python environment available

    sending various things back and forth for example a lot more things can be done directly in memory, between for example autodesk softwares and 3dcoat, or blender and 3dcoat

    things can likely be automated in a far more robust manner too

  15. Hello, please see attached video!
     

     



    this is hardly  "problem" and more of a "luxury problem" because its unusual to do, but I would be very thankful nonetheless if:

    when masking something without the layer visible, displaying layer again it kept the mask, and can continue posing

    Why? the usecase is when posing something like a character or creature, if you have the character in a "t pose" or similar and want to pose it into place little by little, you can make the selections on need-by-need basis by showing and hiding the sculpt layer one is working on, the pose selections are simpler to make on t-posed / undeformed sculpt

    with that said it is possible to just make them into selection layers, then unhide, and pick from layer, so that's why it is a "luxury problem". If it is hard to fix then please don't worry about it. Thanks for updates and support as always

    • Like 1
  16. just a heads up

    Some trouble I had with Core API  which I suspect might be for everyone ? That or I'm doing something wrong

    - create then attempt to build a script, throws error in coreapi.h that Python.h  is missing
    I'm guessing maybe the intention is, one should set it to point to one's own Python installation include directory? (or maybe there supposed to be a virtualenv somewhere?)
    - trying to compile a script, it doesn't run it's just stuck on "compiling" for a while. even basic hello world script
     

    • Like 1
  17. 2023.16 

    Bug with Sculpt Tree -> RMB -> "Change Parent..." option

    Expectation: Shift + LMB  multiple objects in Sculpt Tree to select them, then performing RMB -> "Change Parent..." -> for example, Root will move all shift-selected objects from whatever sub-tree they are in, under Root so they have Root as the parent.
    Bug: There is always one random occurrence of the selected objects that is "stubborn", it stays in the subtree while the rest is moved, so it has to be manually dragged to change it's parent object in tree

    • Like 1
  18. 5 hours ago, Carlosan said:

    Hi

    You mean this ?

    Hey, that's very fascinating too but not quite what I had in mind

    What I mean is being able to bake the details provided by a surface pbr shader on a vox tree object, so it becomes regular painted information on a Paint Layer, like depth, roughness, metalness and diffuse

    meaning, one could disable the shader on the vox tree object but keep that information from the pbr shader, on Paint Layers, like how one can bake light from render room etc.

    thanks anyway!

  19. Hello!

    Currently one can bake light & reflections, light from render room, various light maps et cetera with the title bar light baking menu options. These are baked to paint layers and work with both sculpt meshes and paint meshes.

    I wanna know: in the same vein as those tools, is possible to bake details from a sculpt room pbr shader, onto a sculpt room mesh (vox or surface)?
    the goal is to get information such as
    - bump / normal
    - diffuse
    - roughness
    - metalness

    obviously, I understand that they are shaders and not texture based like smart materials, so I don't expect to get maps that somehow look or behave like the shaders. I also understand the resolution of the PBR shader details will be inextricable from mesh resolution, meaning high res mesh is necessary for getting good baking results.

    I'm looking for the same result one might get, if one simply bakes a sculpt mesh from sculpt room, with PBR shader applied, onto a retopo mesh and to paint room (the standard baking workflow) because you get • normals • roughness • diffuse • metalness  from the PBR shader by doing so.

    If not directly via a baking tool, is there some other roundabout way to achieve it?

    Thank you for your time and any answers. Best,

  20. 16 minutes ago, Andrew Shpagin said:

    Thanks!

    To center mass available always when gizmo visible. Isn't it? 

    yes that is true, whenever the transform gizmo is visible "to center mass" will work

    but there are circumstances when I am not using the transform tool and the gizmo is not visible, that I would still want to put the gizmo origin at center of mass

    for example when just using gizmoless transforms to move or transform the object, with a different tool active like Move .. If I need to reposition origin of transformation, I must activate Transform tool only for that reason, to put the origin at center of mass of object or move the gizmo

    I think it could be possible to make it so  use of Transform tool can be circumvented entirely by adding some more options to Gizmoless transforms.

    if "show/hide" gizmo or origin was maybe a title bar option, available via hotkey from any tool.
    it could be for quick position of gizmo is possibility of combine "Move Only Gizmo"  with gizmoless transforms, to move the transform origin.
    and the Transform tool options could be made available in a similar manner, like "Align to View", "To Main Axis" et cetera

    Then one could do without "Transform" tool entirely, and only use hotkeys like with Gizmoless transforms for all transform operations. Similar to how "Quick Pick" never has to be explicitly selected as tool if one has it bound to hotkey.

    thanks for all your hard work, wish you the best!

    • Thanks 1
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