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Creator

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Everything posted by Creator

  1. I found that unwanted pixels on the borders only happens when i import Normalmap... I'm still trying to find way to get rid of it. Edit: Ok I've figured out how to fix texture in external software. I'll share it with you later because it's 5:25 AM, i need some sleep
  2. In both cases it's 2048. If you want to check it out i can send you a 3dc file.
  3. Other problem is with diagonal lines while i'm painting normals in Paint Room. It looks like 3D Coat triangulate faces but then have problem with managing normals correctly. Smoothing is not helping. Only you can cover this lines with some detail to be not visible.
  4. Hey man Making backup of 3D Coat folder from user folder is good habit while using Beta ANOTHER PROBLEM I can't get rid of "pixel stairs" from normalmap. I can't paint it out. How to manage with it?
  5. Thx it worked!! I tried 16 bit earlier, but with no luck. I'm using blender for procedural patterns generation. I've generated pattern with 5x Gaussian Smooth and maximal Anti Aliasing during rendering. Image saved as 16bit TIFF. Thanks again
  6. While i'm painting depth through Material it's kind of "blocky". Seems like 3D Coat is reducing color depth of texture... Maybe I'm doing something wrong. I've attached texture, and screenshot whats happening. Any ideas ?
  7. Haha, i was thinking about something else Hand, foot, ear etc. can be combined to human body, so there can be one Humanoid mesh. Other mesh can be for example Car for hard surface. Third can be Grapes. Why grapes? Because of its complicated structure: Maybe some kind of Mobius String:
  8. Hey folks!! I propose to gather 5 diverse kinds of models for testing new automatic features. For ex. Humanoid figure, hardsurface object, some nonvoxelized meshes with intersections etc. If algorithm can't pass one of this, it needs calibration. It will determinate in which point it is failing. This 5 mesh pack would be standard testing ground for Andrew (and community). It can be more meshes of course, we only need to think what kind of meshes to add to this "benchmark" pack.
  9. Without a question. More programmers = better software. I'm still wondering, how such a small team can manage to maintain code of such complicated software.
  10. Yep, you're right, no user's input in AngelScript, but Andrew said that he will add this feature in next build + few additional functions for Matrices to modify vertex position etc. I know there is no possibility to modify current tools, but you can speed up few repeating actions with scripts + create some useful tools. AngelScript is not so bad when you're familiar with C/C++/C#, i'll say it's super easy. If you're not familiar with C like languages it can be pain in the A$$, i know.
  11. I'm not talking about release but about information like: "Hey guys I'm working right now on bla bla bla[...]"
  12. Ok my bad. I forgot to switch to non Default shader. Yep colors are fliped in both versions, but in OpenGL Default shader is broken too.
  13. Right now it can't be done... but next build will have few scripting upgrades.
  14. Great! Next question is if there is an option to run angelscript function, after hitting button from loaded xml UI? To be clear: (For Example) I open xml UI from angelscript and after clicking a button, some function from angelscript is running. I know i can run for ex. vox() merge() (etc.) from xml UI, but running own created functions/procedures would be awesome. Documentation for xml UIs would be useful. Now i'm learning how to build them, by analyzing existing xmls, so i can only recreate existing scheme. Of course there are more important topics, like brush improvements etc. but if you'll found spare time , some scripting improvements would be welcomed
  15. Hey, But how to scale when there is no Edit Box in UI? For example i get Select Tool in Retopo Room: cmd("$[Page2]Select");/*Select*/ Next Transform: cmd("$[Page2]Transform");/*Transform*/ Now i have got UI for Transform tool, and i want to scale selection to 0, but only option is to click Scale buttons, and i dont know how to set value: cmd("$CubPrimClose::ScaleY");/*Scale Y*/ It would be awesome to have some log window with last command used, like in maya. It will help to learn scripting
  16. 1) When i'm exporting textures from paint room (without "fill empty space" option), alpha channel seems to be only 50% transparent. It's a bug or i'm doing something wrong? I'm using last stable build. 2) I can run custom XML UI in AngelScript, is there an option to run custom function from my UI? I know i can use vox(), merge() etc. but it would be nice to use self-written functions/procedures. Edit: New brushes kick ass.
  17. I'm just wondering how you managed to create AppLink from Octane's side. It has no plugin SDK or something. Only way to automatically load object is to run Octane through batch mode with certain parameters. That's your method. Am I right?
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