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ghib

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Posts posted by ghib

  1. I can't for the life of me figure out how to solve this issue.  It was a bug from a LONG time ago and I remember having this discussion before but was it resolved?  I have done several searches for this issue on the forums and it comes up with nothing relevant on the first 5 pages or so.

    The Issue

    Custom created Alphas for the brush tool causes dark fringes around the painted pixels in the Paint room.  This problem doesn't seem to occur with the default brushes.

    To reproduce the issue

    1. Create a custom alpha (I tried with tga, png with transparency)
    2. drag alpha image into 3DCoat window and choose 'create new Alpha'
    3. create a layer and fill with black
    4. create a new empty layer and paint white pixels with your new brush 
    5. continue painting and overlapping the same spot with white pixels and note that there are dark spots around the fringes of your 'white' alpha in the brush

     

    As I said this is an OLD issue but I cannot for the life of me remember how to resolve it.

  2. Thanks for the video but we already have this ability with other sculpting apps and is not really the intention for this feature request.

    This advantages for using multiple voxel objects and have them seamlessly tile would be a game changing workflow.  Especially if there were smart baking options like auto creating masks and separate layers for each element with zdepth.. straight to the Paint room and continue to work with the awesome filtering tools in 3DCoat.

     

    Anything else at the moment feels like a cumbersome workaround.

  3. Like the topic suggests this post is about brush size being linked to Depth strength.  Is there a way to turn this off in 3dCoat?  It's been this way for as long as I can remember and for the life of me I don't know why it was conceived this way.  I have up until now merely put up with it but I can't stand it any longer.  Why is it this way by default and can we get it changed?

     

    This program is for the most part great and is like a swiss army knife of tools but a LOT of them are ill conceived and poorly implemented.  I have posted many comments over the years complaining about a lot of them and Andrew (god bless him) has answered most of them and when he doesn't it's because he's been too busy.

     

    Sorry for the slightly ranty post but it's been bugging me for too long.

  4. On 2017-6-15 at 6:11 PM, Carlosan said:

    Your graphic drivers are up to date ?

    Yep, drivers all up to date.  I can work for an hour maybe then all of a sudden the mouse cursor will freeze and my whole machine will seize up.  This ONLY happens when running these latest beta releases.  

     

    I will roll back until I find one where this doesn't happen.

     

    *EDIT*

    Ok so I've been using version 4.7.29(DX64) on Windows 10 version.  So far so good.  No freezing or hanging PC.

  5. Hi, I'm getting this also.

     

    Any of the surface tools used on the tiled boxes does not automatically wrap around to the opposite side.

     

    I hate to flog a dead horse but I'll link to this post I first made in July 2009.

     

    I presume that the Surface Sculpting - Tiled Box was Andrew making a start on this idea but it seems abandoned.

    • Like 1
  6. On 9/16/2016 at 4:32 PM, Gary Dave said:

    A proper 3d tiling system would probably cause a lot of people to flock to 3dc, as although ZBrush has their own, it's a pretty destructive workflow.

     

    I have always thought this, and it's been somewhat frustrating to see the idea neglected considering Andrew sounded really keen on it back in 2009.

     

    Anyway here's to hoping that renewed interest will spark creativity in Andrew once again.

    • Like 2
  7. Thanks for the responses guys.

     

    @Carlosan that doesn't work with Imported NormalMaps unfortunately.  This is very much linked to an earlier post I made where I was requesting the ability to paint depth in an Opaque manner above an imported Normal Map Layer.  Currently it doesn't work.

    @Javis, yes with Imported NormalMaps the clip masking doesn't work.  So you managed to mask a NormalMap layer using a Layer with an RGB Layer?

     

    I believe that possibly Andrew needs to have a look at the functionality of using Imported NormalMaps and painting Depth in 3dCoat.  Currently they feel a little disconnected.

    p.s. this has nothing to do with Masking depth painted on a layer in 3DCoat.

  8. Hi Andrew, 2 things.

    1.  Could you please check your code for Editing All Layers in Ext Editor please.  (and other Send functions.) I'm experiencing a bit of a deal breaking bug where Saving the Layers.PSD from Photoshop after editing back to 3DCoat.  Once back in 3DC the Layers won't always be in the same order, and sometimes groups will become children of other groups
    2. You might need to add the layer blending mode 'Pass Through' to better match what Photoshop has.  Currently this is the only blending mode that Photoshop has that 3DCoat doesn't.

    *Edit1* Just tried again after cleaning up the layer and groups in my scene and sent to Photoshop which gave the error message 'Some groups were found corrupted and repaired.'  In the Layers.psd file it has parented a Layer group under another group and also one of the layers has been renamed <end>

     

    thanks.

    • Like 1
  9. Yes this is what I was doing, but Painting extra depth in an Opaque manner using 3DCoat does not work if you have a Normal Map on a separate layer.  This is regardless of placing your new depth layer above the Normal Map layer or not..

     

    Painting depth in an Opaque manner if using ONLY 3DCoat depth channels DOES work.  This is achieved using the Max Depth function.  I would hope that this would work with added Normal Maps if the layer you're painting Depth on is above.  If beneath the Normal Map layer I'd expect the Normal Map to blend additively.

     

    Thanks for listening.

    • Like 2
  10. 6 hours ago, Andrew Shpagin said:

    Edit: Found it. Some export preses are using gamma correction for normalmaps, I will remove this effect in next build. But now you may set gamma correctuin to be 1 nor normalmap in preset that you are using.

    Brilliant, thank you for looking into this Andrew.  This was only one of two things breaking the workflow.

     

    The other thing that forces me to go to Photoshop for editing is not being able to paint opaque depth over the top of an imported NormalMap that is on a layer with NormalMap selected as the blend option.

    • Like 1
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