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wailingmonkey

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Everything posted by wailingmonkey

  1. Without seeing it, I'd guess 'yes' (probably better to not add more visual things than necessary on the planes themselves). thanks for taking the time to enhance for better functionality/usefullness!
  2. Parameters Addition for voxel tools: - Allow for the depth to be additive or not (same as depth in 'Paint' tools) so that we can have constant depth in voxel sculpting if necessary. (I'm trying to sculpt around a character's arm-band right now, and I'd like it to be constant instead of adding where the sculpt overlaps...since I've got to rotate my view to get around the arm, I invariably have the overlaps)
  3. can you share a screenshot of what you mean? I'm able to use alpha's like the one below without issue (just by making sure the actual alpha edges are well within the borders of the image) --- or do you mean something else? Is there a chance you've got 'Falloff' set to a value above 0.00?
  4. we're on alpha 83, so 45days X 83 = 3735 total days....I'd say 10+ years of trial period would be asking a little much. (sorry, couldn't resist ....truth is, Andrew pretty regularly kicks out a new alpha every week---sometimes they get posted within days of each other, but 45 days trial is more generous than most offer, and even using it for 1 week out of those 45 days you should have a pretty good idea of whether or not it's features warrant the $140 price tag.)
  5. you can edit the shader opacity (make a copy first) on most shaders, but perhaps an easier way would be to just move the ref plane behind/in-front of your model? (to edit shader, right-click on 'Volume' in voxel tree, and choose 'edit shader settings')
  6. Reference Image Background: - ability to numerically increase scale/rotation(along axis plane) of images - ability to do the above to all planes simultaneously (so that if the ref images were prepared in Photoshop and aligned/scaled equally, we don't have to adjust the planes inside 3DC with non-uniform values...Ex., I scale the x-axis plane to fit my model, I then have to guess how much to scale the z-axis plane to fit) - lock toggle for each axis plane, so things don't get accidentally scaled/rotated/moved and we have to guess where they were before we accidentally edited them. - related more to cameras, but a 'locked' ortho view (can only pan or zoom, but not rotate the perspective) - ability to custom hotkey all things camera/background-image related if desired
  7. Hi Andrew, Basically, the grid snapping seems a bit too abrupt and 'un-smooth' right now, especially when the grid is adjusted to angles other than 90-degrees. Is there any way to adjust the smoothness of the snapping behavior such that it doesn't make the stroke so erratic? I wonder if you can take a look at this when you get to adjusting the controls of 'soft-stroke' so that it is less erratic as well, and the user can control how 'soft' they want it .... (in the image below, you can also see the 'twist' that is going on when attempting to follow a grid-line that is non-90-degree) .
  8. Alpha 83 CUDA: Symmetry when using 'Draw by spots' and 'Rotate along motion direction' (under Pen Options) is incorrect on the mirrored side (all symmetry planes seem to have a problem)...looks like it's actually being rotated 90-degrees. This appears to affect the first 6-7 voxel tools (hard to tell with 'Fill' and 'Airbrush' tools). *EDIT* Not sure if it's a 'bug', but also in 83 CUDA: - tear off Voxel panel (from uppermost File, Edit, View, etc. area) and pin it. - move mouse back over the uppermost Voxel tab and your pinned tab goes away (to be seen back where your mouse is) This is kinda cumbersome behavior...if I pinned it somewhere, I expect it to stay pinned there until I 'un-pin' it. **EDIT 2** - Old Camera hotkeys don't seem to work properly in voxel panel or paint panel (numpad keys not assigned nor assignable to camera as shortcuts) - think it's been requested by a few folks that selecting an ortho view (top, front, left, etc.) should lock the camera to that particular view (so no perspective rotation).... I'm in agreement. ***EDIT 3*** - Stamp mode creates bad artifacting (that's virtually not undo-able) once the stamp size reaches what seems to be over 50% of the object. (2nd picture) .
  9. wow...that's actually the first time I tried the 'copy' tool. thanks for the tips, gents!
  10. alpha82 SIMPLE DX: - Occlusion calculation on an object with multiple sub-objects (per-pixel painting) seems to have a problem with locked/hidden sub-objects. Ran the calculation on the object below with the 'lid' and 'wheels' locked and hidden. Result is that they became painted with complete occlusion.
  11. ldzywsj, for me with 82SIMPLE DX it will actually create that driver error where the mesh looks 'blown-up'. definitely an issue.
  12. you'll need to select all the polygons while in 'Sculpt' mode for it to work (tried by 'Select objects', but for whatever reason it's not working that way). In 'Sculpt' panel: - choose ->Select/Move - under Work mode panel choose -> 'Select with pen or rectangle' - hit 'E' key to choose the square 'Paint with rectangle' - draw a square around your whole model - switch to 'Rotate' and rotate as needed downside...no numeric control and you can't really see where your symmetry plane will line up (since if you leave symmetry on, it will affect your model) Bottom line: probably far easier to just rotate it to the 'center' you want in your modeling program. *edit* ooops, 'Select objects' will work too instead of doing the 'E' panel way...just tried now and it worked.
  13. good call....seems to lock up oGL as soon as I try to use the tool.
  14. lc8b105, I wasn't able to duplicate that with 82SIMPLE DX and my system...
  15. alpha 82SIMPLE DX: looks like y-symmetry is acting 'funny' in the Paint room
  16. philnolan3d, well, I was thinking that x-axis meant the plane along the x-axis (or if it were a 'box' with reference images on it, all planes parallel to the x-axis) ... but like I said, I can certainly work with what we've got. posted another bug in the bugzzz thread, Andrew (still trying my best to put them there instead of here)
  17. This has been a suggested feature for some time now (pre-voxel work)...in my mind, it would need nothing more than the ability to have it as a dockable panel (same as 'pen' , 'pen options', 'strips', etc.). So in that regard, what's going on now with Andrew's interface changes would seem to support future growth quite well...maybe some folks want prettier GUI looks, but the functionality part of it seems close to done now. Andrew, Maybe I'm mistaken, but I would still expect the 'ref image for x-axis' to follow along the x-axis....as it is now, it follows the z-axis. I can totally work around that, but just think it would be contrary to how the user would expect their reference image to be displayed. (still think it would be nice to be able to 'lock' any chosen plane)
  18. great start on the reference plane implementation, Andrew! a few questions/requests/bugs, of course. - bug with disappearing editing panel for the background images(couldn't find a way to get the panel back) - x-plane and z-plane seem to point in opposite directions than expected - z-plane image seems flipped in Y direction - button to 'lock/unlock' planes from movement would be handy - ability to 'undo' movement with ctrl-z might be nice (I know you can reset, but only undo-ing last movement might be handy too) I've included a screenshot, and some image plane graphics if needed. Awesome work, all-in-all, Andrew!
  19. Wow!!! Great update, Andrew! (posted some bug stuff in the bugzz category...trying to curb tendency to post bugs here)
  20. I've only noticed the 'additional layers' on import as of the latest 2-3 alphas...before, it seemed we only had the 1 layer above layer 0 when importing, so I'm just attributing it to either new coding on Andrews part, or potential side-effects from something else? At any rate, I'd agree about the 'base' layer naming, and a potential solution would be to just 'Lock' that layer upon initialization, but still allow for unlocking if folks want to remove from it for transparency in their workflow.
  21. Andrew, This might stimulate some ideas for you on what could be an interesting (and useful) means of allowing for localized movement on voxel sculpts (example of falloff region when selecting areas to manipulate). From the user-perspective, this kind of control would be a welcome addition/option to what we've already got with the 'move' tool currently... No idea how difficult to code it, of course.
  22. with the new interface work, it seems the 'Fill' paint bucket tool has had the option to activate/deactivate depth/paint/spec removed. it would be nice to have those options back (in the top bar) so we don't have to have those open as 'panels' or switch to another tool, activate/deactivate, then go back to the 'Fill' tool.
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