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Posts posted by Taros
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1 hour ago, AbnRanger said:
It may not be exactly what the OP requested, but there is an ALIGN VERTICES tool in the Retopo Workspace. The video shows the usage of the Transform tool to do this, but also the usage of the Align Vertices tool as well.
Thank you. But this not what we need. Never mind.
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Is there a way to hide objects in retopo room just by clicking on them? And the unhide all by a shortcut?
I've hundreds of objects.
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No. He just want to distribute existing vertices between the first and the last vertex by using equal distances for example. This is something I would like to know, also.
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Moin. Willkommen im Forum.
Wegen der Belegung auf dem Mac kannst du auch die Jungs von pilgway kontaktieren. Normalerweise sollte sich die Tastatur an die aktuelle Sprache halten. Wenn man also mit CMD+Z Undo auslöst, sollte dies auch so sein, wenn Du Deutsch eingestellt hast.
Du kannst Deine Anmerkungen entweder im großen Test-Thread posten oder im Bugtracker:
Bugtracker:
Grüße
Chris -
On 4/10/2019 at 7:15 AM, bocs said:
@Carlosan
Radeon ProRender may have some licensing issues?
Step 2 says "sign a Radeon™ ProRender Commercial Software Licensing Agreement"
Have not looked into the details, but ProRender seems nice and cross platform.Now for Cycles and Lux, I integrated them into unity over 3 years ago.
https://bit.ly/2UIZSt3both are fairly easy to integrate, send mesh and shader/texture data...render to memory buffer, display
converting shaders is not that hard with PBR, they are "physically based" which is kinda universal.any path tracer will be noisy (cycles), but just as example...32 samples (a few seconds) with my unity plugin using optix
Just a note: The NVIDIA AI Denoiser is already supported by "D-NOISE" a free AddOn for blender and works great. But let us move this topic better to a seperate thread...
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On 4/5/2019 at 11:52 AM, animk said:
EEvee is great, too. It's real time or almost real time. I always render my sculpt in eevee, but need to decimate my sculpt before importing to blender, because it takes blender forever to import a large file.
"Professional" animation solutions have the same problem and need a poly reduction, too. So no matter...
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Bug report
Activating "File->New" doesn't reset layer amount to default: http://3dcoat.com/mantis/view.php?id=2434
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Feature request
Cycles render engine support: http://3dcoat.com/mantis/view.php?id=2433
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9 hours ago, animk said:
Yeah, in voxel sculpting even though I've never used "To Uniform Space", not every undo but it happens very often. Hitting undo again brings object back to previous normal stage. I have to hit "to Globle space" so the next few undos wouldn't break the object. For the time being I assign a hotkey to "to Globle space" and constantly hitting it in voxel mode to prevent this.
BUG reproduced and confirmed here in version 4.8.37, too.
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I like the zBrush ZRemesher very much. I've made a few tests and don't know a comparable software in this topic.
3D Coat does a nice autopo job, but I hope Andrew will find some time to improve the routines in the future. ZRemesher results are still the best for me.
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Just a tip: My 3D Coat installations became extremely slow some time ago.
I've deleted the complete user data folder and registered the version anew. All works fine now.
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Hi friends.
Here is my latest artwork. I needed something today to free my mind… So I’ve sculpted a bit in 3D Coat this morning and took the models to Blender 2.8 for a scene setup and make a small particle animation.
All is rendered in Eevee, no post fx ! Just title was added in Photoshop.
Materials are procedural, so no textures are used for the scene.
Render time about 1:15 min / frame.Here’s a short break down, if you like to see the scene setup:
Drop me a line if you have qustions.
Best wishes
Chris- 2
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On 11/6/2018 at 12:33 PM, Andrew Shpagin said:
(1) - Merge visible was not changed. Possibly there is difference on your side - voxel/surface, different layers selected etc. If you will provide scene/steps to reproduce, I will investigate and fix.
(2) - not understood.
I will contact you sometime next week and show you what I mean. Both topics. It's fast to show. I can provide you the example scene then.
Removing undercuts needs very long to calculate too. Much longer then v4.8.20.
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12 hours ago, stusutcliffe said:
Funny little bug in my beta 25, "front" and " back" view shortcut keys will not work in the Retopo work space, but work ok in all the other workspaces. All other views work ok.
( I have them configured to the Number Pad on my keyboard.)
The current version has overall shortcut problems. My manually set shortcuts don't work always. 3DC doesn't activate my custom shortcuts after a time period.
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Bug found in version 4.8.25
Sculpt area: "Deleting multiple layers - Bug"
How to reproduce:
1. VoxTree: Mark multiple layers (three or more).
2. Click on the trashcan icon in the bottom menu of the vox tree.
-> The first selected layer will be deleted only.
-> What should happen: All selected layers should be deleted.
If you are using the RMB menu instead all works and the selected layers will be deleted completely.
Please fix this. Thank you.
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Is there a reason why in the current version the "Merge Visible" function is much slower? Tried to merge some layers to a 32x voxel layer. No chance. Waited some minutes and closed the windows task then.
In v4.8.20 same scene were managed in some seconds.
By the way:
Thank you for fixing the Preset saving bug I mentioned some days before but there is still a small issue there:
I have to click twice to get the right background stencil (camera projection texture) size. This problem existed already before. -
2 hours ago, lesaint said:
Create a new action. (for example use sphere tool and draw a stroke in the empty layer).
Then, UNDO twice : Object layer A is back(It is the same for many things in 3d Coat, when you can't undo, try this)
Thank you. Unfortunately doesn't work here. (v4.8.20)
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2 hours ago, Carlosan said:
Yes, that bug was confirmed on version 4.8.20 and solved on latest versions.
Thank you Carlos. You are right. The bug is fixed in v4.8.23.
At the moment I'm not using the beta for my projects anymore because of instability.
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"Delete Child layer bug"
Can someone conform this bug please? Found in v4.8.20.
Reproduce steps:
1. Start with a scene in voxel room.
2. Create a layer with a voxel object (layer A).
3. Create a empty voxel layer (Layer B).
4. Make the voxel layer (Layer A ) be the CHILD of the empty voxel layer B object.
Layer B (empty layer)
Layer A (object layer)5. Delete Layer A (voxel object).
6. Press UNDO.
-> No undo possible, object layer A is forever gone...
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19 hours ago, Javis said:
Hey Chris!
It should definitely not be storing by default, like you found out. Sorry to hear it was messing with you. Just in case you still want to know where the setting to store it is, it can be found in the Preset panel>What to Store?>Store Camera.
PS - It was my idea. lol
Hi Javis. Basically your idea to store the camera position is very important. Especially when working with texture projections. It's the only way to store the size and position. So I need it too. But I have found how to reproduce the ugly bug. I've reproduced it on a different pc of a friend.
How to reproduce the tool camera store bug in v.4.8.20 (Master) and all later versions:
1. Choose the extrude tool e.g. Move the camera to change the position. Store the tool in the Presets tab. Use the "What to store->Store Camera" option, before storing the preset.
2. Now switch to a different tool. "Smooth" e.g. Change the camera here.
3. Switch back to Extrude, by clicking on the left main menu. -> Voila the camera change eo the "preset" position. WHY?! I've not clicked the preset, I clicked the main tool on the left.
4. Ok. Move the camera now and click on the smooth tool. -> Bam! Camera changes again. To the last smooth camera position... -> Bug
So why this happen? Here is the reason and have to be solved very soon:
As soon as you activate the preset option "Store camera" 3DCoat begins to save the camera for all tools you switch between from now. Even if you don't click on a preset it will load the last used camera positions. This makes an artist crazy.
If you want to solve it temporarly you have two ways currently:
1. Don't use presets by using camera storing mode.2. Update the preset by disabling the Store camera mode. Then 3D-Coat will update the tools click by click to the new mode.
So. Actually it's still a bug, because storing the camera position is an important feature. Andrew, please fix it.
Best wishes
Chris- 1
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Can someone tell me how to switch off storing camera position when switching brushes?
3D-Coat stores the camera position individually per brush tool. I don't know who had this idea, but it makes me crazy. How to switch this function off? It's unfortunately on by default.
Someone has an idea? Haven't found the option to switch it off.
EDIT: It's a bug. I solved it by resetting the complete user data folder ( I renamed the old one and 3DC created a new clean user data folder). Not nice...
EDIT: Bug not solved. It's still there and I have a solution. See my post below Javis post.
Best wishes
Chri -
Hi. Falls Du meine Serie noch nicht kennst, schau mal hier rein. Teil 7 könnte Dir evtl. auch helfen.
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I close this thread now. All is said and the "discussion" is moving slowly into the wrong direction. People started again to compare one great software with another great software. This is not professional.
Nobody is forced to use 3D-Coat nor zBrush or whatever else. And if you are a real pro you will always use the tool you need to solve your work in a fast way. In my opinion a professional user can like one special software more than another but don't place other tools into a negative light. But this is happening here very often.
So well. Thank you all for your answers and opinions.
Chris
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[Solved] Quick Pick Object ?
in General 3DCoat
Posted
Retopo Room:
Is there a shortcut or a function to hide objects by clicking on them or using RMB menu while hovering over an object?
I've thousands of objects in the scene.
Example for a better way, maybe: