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johnnycore

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Everything posted by johnnycore

  1. Thanks this worked for me! Would be easier if I was just able to delete any picture without selecting it first!
  2. Never noticed tis before.. but how can I delete the ugly sky image from the color picker? At first I tought the cross when I hover over the image was the delete button but instead.. it deletes all my recent images!!
  3. Yea true! But when you use smooth they will blend eventually, would be better if they did that in one process instead of two.
  4. Cool wasnt aware about this in surface mode!
  5. Ah yes thank you! But yeah it would have been better if it was included in the installer..
  6. Where can I find it? I saw this tutorial but was not able to find it anywhere.. then.. I forgot about it..
  7. Yes I am aiming at realistic, still have to change everything to a-symmetrical but your right about the hands I will scale them down tonight when I get back home.. It is still work in progress, feedback is very welcome!
  8. Wow looks incredible for webGL! I love path tracing...
  9. Have you tried uninstalling + delete your 3dcoat folder in: c://users/**YOUR USERNAME**/documents/3D Coat (windows) Macintosh HD/users/**YOUR USERNAME**/3D Coat (osx) And then reinstalling.
  10. Im also not 100% sure what spare voxel octree's are but I tought it was something like adaptive voxel resolution depending on camera angle, creating smaller voxels (high detail) when you are close and bigger voxels (lower detail) in areas you dont see. Games have adaptive tesselation with DX11 in creasing polycount based on distance and use the poly count to displace details procedurally. Sparse Voxel Octree I think does the same thing but the downside to voxels compared to polygons when you wanna increase/decrease resolution adaptively is taht voxels also requires you to increase/decrease the 3D textures on the fly.. with polygons you have a UV map with a texture which stays the same. Then again im not sure if this is 100% correct, this is what I have been taught at school about it..
  11. I never really tried painting with Mudbox when I tried the 3DCoat demo I was sold immediatly.. But yeah your right about the big brush size performance in 3DCoat I've seen you talking about it many times and I feel your pain.. really wish painting/sculting did not slow down with a big ass brush!
  12. I dont think 3D Coat uses sparse voxel octree, all voxels look uniform te me.. Anyways.. I dont think we would benefit from camera import, or python scripting.. But dont get me wrong; I love scripting and I abuse Python heavily in other applications to increase workflow speed but in 3DCoat I cant think of anything to use it for. Mari strength is performance with very very very heavy (animated) geometry, 32bit float painting, 32k image painting. Im not sure what Mudbox's strengts are.. But I think its also the performance with sculpting, vector displacement, and baking tools.
  13. Yes, we need performance! I bought a new computer because my laptop could not handle it anymore (look at the specs in my signature). And sadly there is almost not difference in speed.. at first I tought it was Windows 8 so now I switched back to Windows 7 and still quite the same performance... Well there is a small difference in performance; something like.. +10% ? My desktop is at least four times faster than my laptop, and the little performance difference made me cry a little..
  14. I dont use the applink tool at all, feel more comfortable with importing/exporting manually.. As for PTEX, its really easy to get it to work just create a surface shader node or modify a mantra surface shader node and drop in a Ptexture node and load in a .ptx file and it should be working correctly. Also works great with displacement maps!
  15. Whats wrong with the current rooms? I find it quite logical to have seperate rooms, it seperates certain tasks in a clean way. Would not like to see it being changed.. What I would like to see is "Paint with PTEX" in the start screen, you have per pixel, and microvertex.. so why no PTEX?
  16. Well yea.. I expected that they will not support modeling, rigging, animation, dynamic features.. at least for now.. I think its just some sort of uber fast render engine.. but I'll have to play with it before I can talk more about it.. maybe its not so nice at it seems.. For the time being I'll just stick with Houdini...
  17. Im not really sure if the graphicscard will boost some speed in 3DCoat, few months ago I switched from a GT330m to GTX560Ti.. I dont really notice a big difference.. Only difference is that I have more voxels/poly's on screen. Im just wondering.. do any of you happen to know if Andrew is working on CUDA updates? Pretty sure there's alot of speed to gain in this area..
  18. Wow.. very nice render! Thanks for sharing carlosa!
  19. Yeah.. Sadly I was talking about my own render.. I think the Clarisse render was really fast.. not sure.. dont see any statistics..
  20. Im not quite sure what rendering times you are talking about? Are you talking about my Houdini render times? Clarisse should be pretty fast.. Anyways.. I think moving from 3DS Max to Blender is a good choice I suppose, I dont like Max or Blender but I've seen some Cycles renders and they look quite impressive! You can always use both btw..
  21. I actually like speed in my workflow, for setting up lights for rendering its really nice.. Houdini gives quite me a fast preview but it takes a while with really big files.. currently rendering a 88.000.000 voxels volcano, takes me 15 mins to see a small preview of light interaction.. its a real pain..
  22. Yea no problem, I really wanna play with this software whenever it comes out..
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