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Daffyd

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Posts posted by Daffyd

  1. Hi :)

    I wanted to customize my UI a bit more and noticed that this function in preferences does not work as I would expect:

    image.png.50bacfea7ccf1d5931c536504adde01b.png

    If I hit this checkbox in a new session it hides the panel but if I change to full screen mode and back the Tool appear again. Also if I start a new session it doesnt remember this option. Its always "checked" on my end but I have to do it again everytime. :(

     

    • Thanks 1

  2. After Updating 3DCoat from 2022.10 to 2022.16 one of my working files seems to be corrupted. I got instant crashes if I am using essential things like symmetrical copy and converting a Surface mesh into voxel mode. The bad thing is I got no automatic bug reports. 

    That forces me to go back to 2022.10. With a clean new File, these problems do not happen. 

    I don't know if these Infos help but I wanted to tell you. 
     

    • Thanks 1
  3. 53 minutes ago, Carlosan said:

    Sorry but, 2. imported Albedo + Normal Map

    Normals are ok or inverted ? Try Import > FlipG channel

    Hi the normals are ok. I only expected normal maps to be baked as details in the highpoly, which seems to only be the case with displacement maps. But I haven't managed to generate a displacement map that transfers these details well.


    My goal is to find a workflow for quick posing outside of 3DCoat. What I want is to create a highpoly, then make it lowpoly via autopology, bake maps, then rig it via mixamo, pose it and import the posed mesh back to 3DC and use the maps to bring the details back to the highpoly. With this I want to iterate the final pose for 3D printing faster.

    Hope that make sense

  4. On 1/19/2022 at 4:11 PM, Daffyd said:


    Hello, new problem with "Take subdivided Paint Mesh into the sculpt room" feature.

    Normal maps and displacement maps are ignored and are not baked into the highpoly as details. I only get the color map. Isn't that part of the feature yet?

    Steps:

    1. Imported Mesh into Paint Room
    2. imported Albedo + Normal Map
    3. In sculpt room "Take subdivided Paint Mesh into the sculpt room"

    Then it is subdivided + color map but is missing all details

    Details I expect here:

    image.thumb.png.ca3c7ea9d758726da508edb06d193779.png

    and details I get in sculpt room:

    image.thumb.png.28888b0ac60394c29826bcd905b2c83e.png

    OK sry I am noticed that my displacement Maps I bake are really Bad but found an different 3DC Thread with the displacement topic.


  5. Hello, new problem with "Take subdivided Paint Mesh into the sculpt room" feature.

    Normal maps and displacement maps are ignored and are not baked into the highpoly as details. I only get the color map. Isn't that part of the feature yet?

    Steps:

    1. Imported Mesh into Paint Room
    2. imported Albedo + Normal Map
    3. In sculpt room "Take subdivided Paint Mesh into the sculpt room"

    Then it is subdivided + color map but is missing all details

    Details I expect here:

    image.thumb.png.ca3c7ea9d758726da508edb06d193779.png

    and details I get in sculpt room:

    image.thumb.png.28888b0ac60394c29826bcd905b2c83e.png

  6. 18 hours ago, Silas Merlin said:

    Tried just now, twice, once with the target number of vertices 3d Coat offered, and a second time with a much higher number, resulting in a 25 million polygons mesh in sculpt room.

    tested on .91 choosing paint uv mapped mesh on splash screen, then importing a model with a 2k texture.

     


    That said, I got a crash trying to import a collada for this test.

    Thanks for reply!

    It seemed to be a local issue from my side. I started my machine today and now it works without any crash. o.O

    • Like 1
  7. 1 hour ago, Daffyd said:

    Hi,

    I wanna show the move tool issue that I mentioned with a gif

    this is the behavior in 2021.39. First I move it free and then holding control to move in the normal direction.

    movetoolissue.thumb.gif.e18cee101b7ac2a8c634e8abfc3be408.gif

     

    In a fresh 2021.21 version, there was a steady stroke option for the move brush the ctrl function behaves similarly. As I mentioned I believe the steady stroke is activated in the background.

     

     

    Update in V.9 the Move Tool works both with steady stroke and without very smooth.

  8. Hi,

    I wanna show the move tool issue that I mentioned with a gif

    this is the behavior in 2021.39. First I move it free and then holding control to move in the normal direction.

    movetoolissue.thumb.gif.e18cee101b7ac2a8c634e8abfc3be408.gif

     

    In a fresh 2021.21 version, there was a steady stroke option for the move brush the ctrl function behaves similarly. As I mentioned I believe the steady stroke is activated in the background.

     

     

    • Thanks 1
  9. Hi,

    Unlinked Sculpt Mesh now works as expected. Thanks a lot for this :) 

    I discovered two more bugs that limit my work a bit.

    Move Tool

    In my 2021.21 version I still had the checkbox for "steady stroke" which was always checked by default. That was pretty annoying but I could always deactivate it.

    The problem with the steady stroke in the move tool is that the "move along normals" function that you trigger with the Ctrl key behaves strangely. It trembles and moves randomly.

    The basic move also behaves imprecisely while the steady stroke is activated. The steady stroke box in the move tool has now disappeared for a few versions. But I suspect that it is still activated in the background because the tool continues to behave strangely.

    For me this is a big problem because I use the move tool most of the time in the process.

    Pose tool

    The function "through all volumes" works, but if I have selected several objects, I cannot invert the selection with ctrl-shift-I.

    I also asked myself whether it wouldn't make sense if the freeze tool also gets the "through all volumes".

    I hope this helps you. :)

  10. On 8/10/2021 at 9:48 AM, Daffyd said:

    Hey ho,

    found some issues:

    QuickAccess

    Add preset to QuickAccess slots doesnt work. After choosing the Slot X Nothing happens to the Quick Panel
    I am only able to add the Default Tools in QuickAccess 


    Modeling unlinked Sculpt Mesh issue 2021.25:

    1 create a Primitive (PolyGroup1), 
    2 mesh -> sculpt mesh -> unlink -> PolyGroup1_unlinked is created
    3 create new PolyGroup2
    4 do the same like PolyGroup1 -> only PolyGroup1 creates copies of itself or nothing happens but every time PolyGroup2_unlinked never will be created


    In another project, all previous unlinked sculpt meshes disappear as soon as I create a new one. Unfortunately, I cannot reproduce that. And it's not undo-able.

    But important is, this bug makes the Modeling-Sculpt Mesh Feature unusable :(

     

    Hi I want to make sure that my post has not been overlooked. I think it's a very serious problem that can break projects. 

  11. Hey ho,

    found some issues:

    QuickAccess

    Add preset to QuickAccess slots doesnt work. After choosing the Slot X Nothing happens to the Quick Panel
    I am only able to add the Default Tools in QuickAccess 


    Modeling unlinked Sculpt Mesh issue 2021.25:

    1 create a Primitive (PolyGroup1), 
    2 mesh -> sculpt mesh -> unlink -> PolyGroup1_unlinked is created
    3 create new PolyGroup2
    4 do the same like PolyGroup1 -> only PolyGroup1 creates copies of itself or nothing happens but every time PolyGroup2_unlinked never will be created


    In another project, all previous unlinked sculpt meshes disappear as soon as I create a new one. Unfortunately, I cannot reproduce that. And it's not undo-able.

    But important is, this bug makes the Modeling-Sculpt Mesh Feature unusable :(

     

  12. Hi,

    I have a question about the sculpt layer system. Like @Carlosan I have a problem with CUDA. Is CUDA ON Sculpt layers in Voxel Mode have no effect, but in Surface mode is everything working. Is CUDA OFF  V/S Modes are both working. When I start a sculpt layer in Voxel Mode I am able to change the object to Surface mode and the Layer is still working. 

    But if I resample or bring this object back to Voxel Mode, the Sculpt Layer is "baked". Also, I noticed that the Voxel Tools "bake" the sculpt layers too, because they voxelize the whole object?.

    The CUDA issue seems to be a bug but the other things are working as you @Andrew Shpagin developed it? I wanna make sure this is the right workflow.

    So every kind of "remesh" destroys sculpt layer.

    Best regards

     

    • Confused 1
  13. Hello,

    I found a bug when using the Activity bar. When I target an option that hovers over the viewport. The UI disappears before I can click something. That only happens when I'm not in fullscreen mode. The activity bar is -for me- impossible to use outside of the full screen.

    UIBug.thumb.png.fd76778ec1b59cf5cb2f807385bde8b9.png

     

    Proxy Slider: 

    Proxyslider/Restore Icon on Objekt that was reduced/decimated is missing. Only able to restore via Geometry -> Caching. 

    Using Version 2021.01

     

    At this point, I would also like to say a big thank you. 3D Coat looks so much more professional and the brushes feel great. And your pricing policy is absolutely fair.

    • Like 1
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