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farsthary

3DCoat Developer
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Everything posted by farsthary

  1. Also one thing: the update you have is only partial, new changes are not propagated to all LC tools, so that's why you can still get holes and errors on some tools or combination of them, but don't worry, in new update all tools will be fixed
  2. Hi Thanks for your feedback, and there's more coming :P @Haikalle and Artman: That is not actually an error, is a limitation we had imposed hard-coded on the amount of faces per-cell around 20K triangles , during subdivision, because Andrew and I thought artist don't need to go crazy with such high poly-count in large strokes anyway. This can easily be changed (or exposed to the artist in detrimental of the simplicity) or even completely removed but your RAM can suffer if go crazy with tiny polygons. But after each end of stroke, cells are rearranged so the counter is reset, meaning is not a real limitation on how many detail you can achieve, but on a single stroke continuously only. Anyway, we can increase it since performance now is so good that average artist PC has more room to spare As more good news I've improved further subdivision algorithm and now is even faster, robust and "topologically beautiful" under any circumstances.
  3. Hi @AbnRanger: Not quite there yet Instead physically based, non overlapping, non intersecting shell or thicken tool http://farsthary.wordpress.com/2013/11/29/2444/ And updated CopyClay (mesh mixing) in LC tools http://farsthary.wordpress.com/2013/11/29/copyclay-test-2/ All detail made ffrom copying and pasting the box corner itself
  4. @HunterWolf and BeatKitano Ops! work leaked yes, is something I started to work but is unfinished, so currently is disabled, somehow GUI still is active, sorry. Torno is the spanish for Lathe and also for the machine to make it, so what I aim in this implementation is something a bit different Seems that nothing escape the gaze of users
  5. Hi @TimmyZDesign: thanks, will look at that! here's a new cool addition, hope more that one will find it handy http://farsthary.wordpress.com/2013/10/14/bridge-interpolation/ cheers!
  6. Hi Well, count me in. I used Blender for many sort of things ranged from artistic work to development too so somehow I know a bit from its inner quirk and tricks and I must tell you is amazing, and most importantly its rapid development pace. So bigger general 3D apps long ago had a serious competitor in Blender. in the beginning it was regarded as a newbie oriented app and indeed it was, but within few years of crazy development it has catch up more than one of the biggest out there (cough, 3dmax , cough.... :P) code wise is a pool of new ideas and very easy to experiment with it. So I personally think that while Blender is a very powerful all-in-one 3D suite, combined with specialized tools like 3DCoat is an unbeatable combination for production work!
  7. Hi! Thanks for repplys to all! @Carlosan. Probably yes in a derivative tool, because current is more like a clone stamp tool like photoshop clone but apply to 3D :P @JoseConseco: hmm, I will look to it, those tools where code before LC and they don't have a unified structure but adding dynamic tessellation for them should be possible too. Added to my todo list
  8. Merge on pen is similar but this tool is more like 2D photoshop but in 3D, no need to clone entire objects, just parts you're interested in. Also the merging is more organic instead of the hard merging of booleans. This supports also arbitrary topology, for example, mesh with holes wich merge on pen does not support. though it will adopt the merge on pen interface eventually. I was showing only a first test, UI/workflow is not reaady yet.
  9. @Michalis You can actually clone without merging, like instancing or scattering across the surface (I will add random orientation and stuffs) so still work for foliage. Perhaps if you want an exact copy of hands, etc, booleans will do the job better, but cloning fish or dragon scales for example, may be better with this. This tools introduces cloning with slight variations, deformation so is not aimed at perfect symmetry Look at Meshmixer, is currently a subset of its main feature but eventually it will get there.
  10. Hi In case someone miss it, here's one of my recent developments http://farsthary.wordpress.com/2013/10/04/copyclay-the-foundation-of-new-tools/ cheers and thanks for the wellcome
  11. Hi everyone!!!!!! yes, I'm back again, not permanently but definitely I'm happy to be again here!!! lots of exiting stuffs ahead!
  12. Gracias amigo. yo tambien espero que exista una solucion pronto. Thanks to everyone! will miss you all.
  13. Hi Those explosions should be gone in coming update, they have being spotted and fixed already and yes, the cause was exposed when a mixture of LC and Surface tool where used, but, again, should be solved in next update. The performance improvements have been done in most if not all LC tools.I haven't touched CUDA versions yet, but eventually I'll explore better GPU acceleration, not only from NVIDIA, but is not as straightforward as may sound, there are lots of algorithms that does not take advantage of 2-4 cores not even mention hundreds of them for GPU due to their linear nature, but I will explore that path too. Is just Im constrained now to test, stability and minor optimizations
  14. Sure! I like to see real artist cases of the software!, keep up
  15. The problem when a tool does not restrict the user is that unless user really knows what's the tool's doing it end up messing everything. In programming there are pairs of variables that are inversely proportional: flexibility-usability, memory footprint-performance, and so on, so we need always to make compromises becasue we cannot increase one without decreasing the other.
  16. #AbnRanger That version of SnakeClay while good, has pretty unsafe defaults (too high detail level more evident in smaller strokes) and internal code does not restrict you from some intermediate steps that can increased poly count to bring your system to its knees, that is hopefully improved now with coming update...tough for safety we have sacrified somehow performance in that tool and I will eventually find a better solution, but as you request, stability is first.
  17. Sorry about that AbnRanger, good news is we will make a huge fix asap! Also I have solved just now the PinHoles undo problem reported 2 days ago.
  18. hi Solved the explosions issue with Andrew and me in a code sprint! told you that reproducing a bug is 60% of the solition and may even more
  19. For reduce i may have a solution soon and regarding the explosion, thanks, I have reproduce it so we will solve it asap. We have already solved the Snake tool problems regarding tool drop off with fast movement and we have improved it a lot.
  20. Regarding the reported problem here with holes...well, i did the steps, Resample actually mess up normals so is the responsible, no LC tools, but even in that case most LC and surface tools will quickly fix those normals, by stroking over it... so I don't see real holes happening....can affected artist provide more detail please?
  21. Symmetry issue fixed yesterday by Andrew and today I have improved usability of SnakeClay to make it a safer tool because previously it could quickly ramp up poly count and bring system down.
  22. Hi Beat I was not directly pointing you but the general "frustration" feeling...trust me, I get double frustration for each non satisfied user. And that's why we need to keep up and poking issues, since few weeks ago when we turn over our development efforts into stability good things have being done so i have high hopes that after several weeks more we get better and better
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