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SERGYI

3DCoat Developer
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Everything posted by SERGYI

  1. Uploaded "3DCoat-2021.B51" for Linux. Please note that the delay was also related to "clang" compiler optimization bug.
  2. 1. To check OpenGL compatibility please download and run our standalone test ("3DCoat" and this test share the same code): http://pilgway.com/~sergyi/TestStroke/TestStroke.zip Does it run on your system without problems? Please report your result directly to me: sergkryzh at gmail dot com. 2. Please note that error "Out of memory" usually is caused by corrupted data inside the user folder "This PC > Documents/3D-CoatV2021 (3D-CoatV49)". Particularly because of some texture with damaged header. Rename that folder into something like "-----3D-CoatV2021" ("----3D-CoatV49"). Start "3DCoat". It will create a new user folder. Manually copy your assets from the old user folder into the new one. Note which file (probably a texture with a damaged header) causes the problem.
  3. To reset window position you can just remove one file: This PC > Documents\3D-CoatV2021\window.txt Please contact me: sergkryzh at gmail dot com. We will build a special executable to investigate where the freeze happens.
  4. On start-up "3DCoat for Linux" automatically enables tablets which it is able to recognize. Otherwise the tablet should be enabled manually by defining the environment variable "COAT_PEN" equals the name of the input stylus device. For example: export COAT_PEN="Wacom Intuos3 4x6 Pen stylus" Since "3DCoat 4.9.70 for Linux" it outputs into the Terminal the list of your input devices. Please see the attached screenshot as an example. You have to send a screenshot with the name of your input stylus device (similar screenshot as the attached) to me (support PERIOD linux AT 3dcoat PERIOD com). Then your input device name will be added into "3DCoat" to automatically enable it in the future builds.
  5. Fixed problem "Empty window Smart Materials" under Linux in "3DCoat 4.9.70". If you install "3DCoat 4.9.70" under Linux after running "3DCoat 4.9.69" or earlier then to fill the window "Smart Materials" in "3DCoat 4.9.70" please remove four items: Two empty files "~/Documents/3D-CoatV49/ToolsPresets" and "~/Documents/3D-CoatV49/patterns"; One folder "~/Documents/3D-CoatV49/Temp/Unzip"; One file "~/Documents/3D-CoatV49/Temp/UnzipAlways/smart_materials_4_8.done". After removing these items run "3DCoat 4.9.70". The window "Smart Materials" will be filled.
  6. 1. Thanks for sharing. I had tested "3DCoat" on my old iMac (CPU i3 3.06 GHz, RAM 8 GB, GPU Radeon HD 4670, VRAM 256 MB) and "3DCoat" allows painting texture with resolution up to 2K and sculpting up to 2 million triangles with comfort performance (about and above 30 FPS). 2. We don't have a Mac with an M1 processor yet. But "3DCoat" uses proprietary Intel libraries for some functions (Sculpt > AUTOPO, Retopo > UV > Mark Seams > Selected > To ABF/GU/LSCM/Planar). Probably those functions will fail on M1.
  7. Hello, Armored_22 and all XP-PEN users. To use XP-PEN with "3DCoat" please enable "Tablet PC" mode: 3DCoat > Edit > Preferences > Brushing > Tablet Interface > TabletPC (instead of WinTab).
  8. Hello, kalwalt! The latest "3DCoat 4.9.69" for Linux doesn't require the dynamic library "libomp.so". Please download it from here: http://pilgway.com/~sergyi/3DCoat/3DCoat-4.9.69.tar.bz2 But please note that "3DCoat 4.9.69" has been built under Linux Ubuntu 20.04 and I am not sure if it is able to run on OpenSUSE. Please check this test application which has been built the same way as "3DCoat" but it is much smaller: http://pilgway.com/~sergyi/TestStroke/TestStroke.tar.bz2
  9. Hello, MarkC! 3D-mouse under macOS has been fixed on systems with enabled SIP since "3DCoat 4.9.55" for macOS. Please download new build from here: https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/ Or from here: https://3dcoat.com/download/
  10. Here is a listing of disk images of "3DCoat" for macOS on our FTP. The gap was between the end of 2019 and beginning of 2020. It was caused by refactoring of "3DCoat". A gap was under Windows too at that time. Here is a screenshot of the upcoming "3DCoat 2021" under macOS which works today.
  11. In case Apple will release macOS without OpenGL support I think we will go this path: Vulkan under Windows/Linux and MoltenVK under macOS. About refund. Contact our sales department. But I don't understand what you mean by "as it was never to what you delivered to Windows users". "3DCoat" under macOS has been built using absolutely the same source base as for Windows. All source files of Windows project are included in macOS project. The new Xcode project for macOS has been made completely identical to the Visual Studio project from Windows. "3DCoat" builds for macOS have appeared on our site sometimes even earlier than Windows this year thanks to the new Xcode project. Even the precompiled header is the same for Windows and macOS. That proves the identical project structure between Windows and macOS. I believe that the same project structure will be kept for the Linux project which is now in progress.
  12. Hello! After spending some time (about a month or so) I was able to install on my MacBook Pro all 3 systems (macOS + Windows + Ubuntu, thanks to rEFInd). Now I have started the initial compilation process of "3DCoat" sources inside VS Code under Linux Ubuntu 20.04. Regarding macOS. Hopefully "OpenGL" will be still supported. Otherwise how Apple will be supporting WebGL and tons of games?
  13. Thanks for your detailed explanation! The problem is present on my Mac too but only in "Release" build of "3DCoat". For some reason buttons [+] works correctly in "Debug" build of "3DCoat". It will take some time to investigate the reason because the debugger is absent in "Release" configuration.
  14. Hello, Kev! I have the same problem too on my MacBook Pro. I will look slightly later because currently I am making a triple boot on my MacBook Pro.
  15. Thanks to "MaxHancock" the problem with To ABF/GU/LSCM/Planar buttons in "3DCoat" for macOS has been solved starting from "3DCoat 4.9.50A": http://www.pilgway.com/~sergyi/3DCoat/3DCoat-4.9.50A.dmg
  16. Enter this (without percent sign): /Applications/3DCoat-4.9.49D/3DCoat.app/Contents/MacOS/3DCoat
  17. Please run Terminal and enter: % /Applications/3DCoat-4.9.49D/3DCoat.app/Contents/MacOS/3DCoat This directly runs the "3DCoat" executable file (do not use the command "open" because it silences debug output which we need currently). Select the PPP model and in the UV room select any cluster and click any button from "To ABF/GU/LSCM/Planar". Please take a screenshot with Terminal output and send it to me "sergkryzh AT gmail DOT com".
  18. Hello! Function "To ABF/GU/LSCM/Planar" should be finally fixed in this build: http://www.pilgway.com/~sergyi/3DCoat/3DCoat-4.9.49D.dmg Please report the result.
  19. "3DCoat 4.9.44B" (http://www.pilgway.com/~sergyi/3DCoat/3DCoat-4.9.44B.dmg) has the new option Edit > Preferences > I/O > Additional Quixel folder (see the first attached screenshot). On startup "3DCoat" checks "Downloads" and "Additional Quixel folder" for new Quixel materials as zip-archives and already extracted folders (see the second attached screenshot).
  20. Hello, Shift Studio! Please run Terminal. In Terminal enter: % cd /Applications/3DCoat-4.9.42C/ % ./3DCoat.app/Contents/MacOS/3DCoat This will run "3DCoat". Select Paint UV Mapped Mesh (Per-Pixel) > select "sphere" > Ok > click room "UV" > select any island in window "UV Preview" > click button "To GU". After the crash send me a screenshot (support PERIOD linux AT 3dcoat PERIOD com) of the Terminal window. There should be some message below the text "libpng warning: iCCP: known incorrect sRGB profile".
  21. Hello! It turned out that actions To ABF/GU/LSCM/Planar crashed "3DCoat" under older macOS 10.13 (but they worked under new macOS 10.15). This was because MKL required an additional dynamic library under macOS 10.13 (it was not required under new macOS 10.15). I have uploaded new build http://www.pilgway.com/~sergyi/3DCoat/3DCoat-4.9.42C.dmg in which buttons To ABF/GU/LSCM/Planar should work under older macOS 10.13 and new macOS 10.15.
  22. Hello, Shift Studio! It turned out that actions To ABF/GU/LSCM/Planar crashed "3DCoat" under older macOS 10.13 (but they worked under new macOS 10.15). This was because MKL required an additional dynamic library under macOS 10.13 (it was not required under new macOS 10.15). I have uploaded new build http://www.pilgway.com/~sergyi/3DCoat/3DCoat-4.9.42C.dmg in which buttons To ABF/GU/LSCM/Planar should work under older macOS 10.13 and new macOS 10.15.
  23. Hello! In "3DCoat 4.9.42A" for macOS (http://www.pilgway.com/~sergyi/3DCoat/3DCoat-4.9.42A.dmg) I have performed such steps: Paint UV Mapped Mesh > folder icon > your "test.obj" > Ok > room UV > click on small island in window UV Preview > button "To GU" works identical to "3DCoat" for Windows (like the other To ABF/LSCM/Planar). Old builds of "3DCoat" for macOS crashed because of problems in linking with MKL. But now the buttons "To ABF/GU/LSCM/Planar" should work. If they do not then try to rename the user data folder "Finder > Go > Home > 3D-CoatV49" into something like "----3D-CoatV49". Then start "3DCoat 4.9.42A" and perform the steps above.
  24. In "3DCoat 4.9.42A" for macOS (http://www.pilgway.com/~sergyi/3DCoat/3DCoat-4.9.42A.dmg) steps "Paint UV Mapped Mesh > select any model > room UV > click any island in UV Preview > buttons To ABF/GU/LSCM/Planar" work identical to "3DCoat" under Windows. Old builds of "3DCoat" crashed because of problems in linking with MKL. But now the buttons "To ABF/GU/LSCM/Planar" should work. If they do not then try to rename the user data folder "Finder > Go > Home > 3D-CoatV49" into something like "----3D-CoatV49". Then start "3DCoat 4.9.42A" and perform the steps above.
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