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EdanP

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Posts posted by EdanP

  1. On 4/30/2024 at 10:27 AM, Elemeno said:

    Seems to be working as expected? The mask uses grayscale input. The green you selected had a value (lightness) of .76, and partially revealed the albedo layer once you began applying it. If you want to completely unmask the albedo layer, the value needs to be 1. Just like any other software.

    If you paint a white mask with a value of .76 in substance painter the result is exactly the same. Apologies if I misunderstood the issue at hand. Let me know if you need assistance.

  2. 49 minutes ago, Elemeno said:

    can you remove modelling room and retopo room and have all meshes inside sculpt room , and have modelling and retopology tools as a separate tool , with that the right click would be a pie menu with the selection type at the top like vertex,edge,face then below would be the tool you wish to use , the right side could have the current right click menu where you can relax,clear points etc and left side left clear for quickmenus maybe?

    the mesh could be saved as P for polygroups ... and once youve modelled something you can then voxelize it or go into surface mode where SUBD would work nicely :D

    having these in one room just saves the hassle and tidies up and simplifies things   

    Yeah I'm definitely not a fan of the 4 different types of meshes. Problem is how can one organize the UI in a way where the tools are not scattered all over the place. Just looking in the modeling room, the left tool panel is filled to the brim. Combining that with sculpt tools may be problematic.

    Maybe keep the separate rooms, but make it easier to manipulate meshes between rooms?

  3. 22 hours ago, animk said:

    It's just a generic_bust_male model from 3d coat, autoretopo it and bake 16k ppp.  Then bake either AO or cavity.  It exists as soon as open the bake option window.  I tried it on linux mint it still crashed.
    It shows in the terminal
    malloc(): unaligned tcache chunk detected
    "Aborted (core dumped)
    image.png.1f73fdd5583c7ff1bd6620c6df949e2a.png

    Interestingly, I also crash but get a different error:

    malloc(): smallbin double linked list corrupted

    What's funny is that this doesn't happen with any other specified texture resolution. I tried on my radeon card (mesa) and nvidia card and received crashes in both instances . It appears to be an issue with the code.

    I also tried baking 16k occlusion on the sample robot, which also resulted in a crash. Seems no matter what you cannot bake 16k occlusion/cavity maps.

    I did find somewhat of a workaround (more like a temporary bandaid) which is to set the texture resolution to 8k, bake whatever maps you need, and then switch back to 16k and continue texturing albedo etc.

    I'm going to forward these posts to Sergii Kryzhanovskyi through email.

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