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farsthary

3DCoat Developer
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Everything posted by farsthary

  1. hmmm I cannot repplicate that bug... for me switching between LC and regular surface tools works fine... W7 64 bits though... seems more a compile bug ?
  2. Hmmm.... interesting point, please elaborate it a bit more since I don't think I understand it correctly... I can look at it in the future (after getting rock solid all this features otherwise the community will want to lynch us )
  3. Somehow this already works like this, just without that distance threshold....
  4. LOL don't worry, if a flood of complains hasn't take me down yet... I guess in that sense Blender community was more warm and pushing forward the soul , they recognize errors and bugs but still encourage developers to do their best, I guess that is the difference when they got a program for free, somehow they feel like they don't command you and will accept your schedule... in commercial development we devs are "by default" set to serve our community full time and we will do our best regardless people's opinion, but you know? I miss that human touch some times, I even fear to post something new because I will say to myself: - complains in 3, 2, 1... for much less than what I have done here , for Blender I got my blog full of positive and encouraging posts, now they have retired from my blog somehow and new good achievements barely have posts But is ok to have a very exigent community because you push yourself much more (also I have more resources now, being in my country this could take much more time....) and I try to keep the best of both worlds. Also what I like most from 3DCoat is his huge room for growth forgive me this "personal" confession, but I have to get that out of my chest too The show must go on
  5. Yes you can do that I use now an inflate tool that is not very even approaching both fronts and also I smooth a bit the final result to see better that no intersection happens but ofcourse you can use more detail and a less aggressive brush with a softer falloff to stick both parts as close as you want
  6. Hey guys, new update to my previous post showing the "Avoid/healing self intersections" feature too http://farsthary.wor...-you-belive-it/
  7. Hey guys, new update to my previous post showing the "Avoid/healing self intersections" feature too http://farsthary.wordpress.com/2011/09/24/can-you-belive-it/
  8. One more thing, this feature is planned to be used with any other pen tool, currently is implemented in an Inflate like brush because it is very prone to self intersections and grows fast, just development reasons, but is not very beautiful since it tends to make bulky bridges so that can be solved with other falloff types if you consider that an issue (which is not ) or some healthy tangent smooth.
  9. I think is related to a bit of both, a memory issue (I'm not sure I'm correctly releasing all pointers there....) and as I have explained before a not properly flag option in vertices with live clay and I may add some undo not correctly set yet .... thanks for this feedback, definitely something to work on
  10. Hi Yes, you can already do this, this shader is just a tweaked LambLigth shader, and the background can be set to black or any color in Edit->Preferences I'm trying to show principles, is about showing the essence of the feature, when you learn new concepts, for example in math, you start with the most basic geometric configuration, if you are learning what an angle is it does not help to start with a 20 sided complex polygon, it is the foundation of pedagogy, of course it would be cool to use a several million polys monster to showcase but that is more for a marketing department when all the features are ready and up to release and I must admit, I'm not a good sculptor so I cannot afford to spend long hours and even days in modeling Regarding performance, LiveClay has a variable performance proportional to the amount of geometry inside the influence area (obviously) and in general is good, what this means? this means that no matter how much polygon has the global model (1M, 4M, 10M? .. as long as your hardware support it ) you can still get good performance if you adjust your pen radius to the density you have locally, it has no point to try to use a big radius on a heavily tessellated region, because in a single spot you can have any amount of polys, even millions, so in that zones you reduce your radius, and this is also as should be because very dense areas are sculpted with smaller radius to gain detail and that is at the end of the modeling stage, bigger brushes are used for the beginning to create and shape the base mesh. Off course, this merge/carve option will not be "on" all the time, and it does introduce an overhead, not to big but is there, any new feature on top you add will have a performance penalty because new actions cannot happen performance free :P that's why it will remain a user toggle option but going back, if you cleverly adjust your radius, it doesn't matter the global mesh polycount even with this Regarding the reduce/smoothing, I have that prototype too... is not included in the update? I though it was.... perhaps is too dim so you can use bigger influence? And as Andrew answer you, yes, it works perfectly with any amount of local subdivision, is not constrained to even subdivision as the inspiring paper was (and the author speak about that limitation in his implementation) ... we have taken a step further :P I have good news for you this feature can be also used to avoid self-intersections at any cost, so you can grow close surfaces together without mixing them, it will be a user toggle option too I like the term , and I agree with you, nevertheless this is not the final GUI and definitely not the final feature set, in a better brush system all of those brushes can be set as presets with artist have the freedom to add or delete as many toy or pros brushes they want, we are aware of that,but we have already our todo list full with high priorities tasks and one of them is as you have pointed, getting strong good basic tools, we release these toys brushes because even toys need feedback, and is not becoming a trend , in fact those toys tools have some math operators that are very difficult if not impossible to obtain with the traditional "pro" brushes and combined with the new features like avoid self intersection or "Merge and Carve" features they can become something very powerful Please can you provide me more details? of course fixing those holes is top priority for me , I do know of a bug fix that was not included in that update that solve holes issues in SwirlClay, I need to point also that the "toy" brushes under extreme deformation will cause lot of mess so is advised to use them with low influence or start slowly to avoid your model doom :P , anyway, they are too raw now but we want to see artist showcase of them, cool use of them too Oh yes, we don't see all that you see and we miss many use cases, that's why we rely on all you as beta testers please, send me detailed report of LC holes features.... In order to finish the basic functionality before start tweaking aggressively performance LC use some parameters hack's that obviously will break integration with some of the rest of the system features (not well defined freeze values, edge status not correctly set up and few others so tools that rely on correct values of those parameters will get broke ) is something I definately will work on soon. Cheers Raul
  11. Hi guys! new feature preview! hope you like it http://farsthary.wordpress.com/2011/09/24/can-you-belive-it/ Cheers
  12. Hi guys! new feature preview! hope you like it http://farsthary.wordpress.com/2011/09/24/can-you-belive-it/ Cheers
  13. Hi Sorry for my lack of posts, I'm onto something very interesting that was sucking ALL of my time, thank's the Lord and Andrew I'm finishing it so after that we will release updated LC builds I mean really soon Cheers
  14. Hi guys! There's no need to start a flame wars on what paradigm is better: polygons or voxels, both have advantages and disadvantages over each other and I think the solution is not to drop one branch for the sake of the other, loosing FLEXIBILITY with this action, instead we should strive to always get better in both fronts, at the end artists will be the real winners, since freedom of choice and workflow flexibility if very important. Of course, in time there will be artist that may prefer one approach or another and will get specialized on that but it doesn't mean THAT is the only way... there will be always users that want full control of tools and there will be the same mount that would like more simplicity on tools, that we need to improve GUI, Tools, etc? yes, we know that and we thanks the community for telling us your needs, and most important, we are working toward that I like 3DCoat for the huge margin of grow it still have and the potential, just as I like Blender. Desired changes will happen, though certainly not overnight, remember we as a developers should never loose the joy, curiosity, freedom and experimentation to make incredible tools, programming is also a creation process as someone shape an incredible complex and beatiful model over weeks. Cheers
  15. @Michalis I think I have solvd the 0 Depth bug in LiveClay, now with that option, just local refinement, no displacement at all cheers
  16. oh yes guys, falloff is inn, I have included it soon after the video by Andrew request, is really powerful now and you will enjoy it soon
  17. Hi guys! more good news, an inflate brush! http://farsthary.wordpress.com/2011/09/02/growing-grapes-or-the-new-inflate-brush/
  18. Hi guys! more good news, an inflate brush! http://farsthary.wordpress.com/2011/09/02/growing-grapes-or-the-new-inflate-brush/
  19. Oh, I will have to try it Zbrush.... also I think I know what you are talking about....taking note
  20. I agree too, but the interface is the last thing to be updated and changed, functionality first
  21. In order to fully integrate Radial Symmetry, few changes must be made in 3DCoat, I show an early feature experimment, but don't worry, it will be soon implemented And regarding the Lazy mouse option, that feature is already there from long ago in 3Dcoat, if you activate interpolate option you can get any presicion level in the stroking and the "Lazy mouse" experience aswell, in fact, I think I have usd that in the videos
  22. Hi guys! Good news! big brush pack, take a visit at my site! http://farsthary.wordpress.com/2011/09/01/big-brush-pack/
  23. Hi guys! Good news! big brush pack, take a visit at my site! http://farsthary.wordpress.com/2011/09/01/big-brush-pack/
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