Jump to content
3DCoat Forums

Taros

Custodian
  • Posts

    3,054
  • Joined

  • Last visited

Posts posted by Taros

  1. v4.7.01

    I can't import Displacement maps to same mesh. The uv are ignored. Do someone has the same problem?

    How to reproduce:

    1. Take a mesh

    2. Paint a black and white texture for using as displacement map.

    3. Export the map to bitmap file.

    4. Import the map as displacement for the same mesh.

    -> Result: The imported map ignores the uvs.

    This happen in vertex mode too.

    Is this my fault?

  2. 1 hour ago, AbnRanger said:

    It still works as described on my end. Not sure what is happening on your side. You can see where I tried to replicate the steps you mentioned. And it works. Granted, it should create a new layer and place the cloned faces in it. I already mentioned this problem with Andrew, along with a few other things, and hopefully he will have it fixed in the next build. I think he is a bit sidetracked at the moment, in the process of moving....and we can all relate to that.

     

     

    There is one more problem with clone or copy:
    Actually the new retopo layer should be unique, but it is not. It will be still handled as it is in the source before.

    Real individual retopo layers have individual colors. But if you copy some faces an move them to a new retopo layer, then it is not a unique retopo mesh and still connected to the source. I have this issue in v 4.5.40.

  3. 12 hours ago, farsthary said:

    hi thanks a lot for the feedback. Yes, better control of the curves is something I'm researching now. For that purpose QuadStrips will be better suited with splines also.

    One workaround currently is to create more pinned points (double click) for more accurate shaping.

    Thank you. I am shure you will optimise the curves to good point.

    A second mode would help: If a point is moved istead of creating a "spike" the whole bending of the curve segment will be moved. Like in Illustrator or in the existing 3D Coat curves coded by Andrew for other tools.

    Believe me: If you port the current solution for regular 3D Coat curves to your splines, then you made the job! We don't need more Raul.

  4. Do you plan to add a bezier controlled lines mode or similar soon?

    I have real problems with the current dynamic lines. They are extremely hard to control. When I want to change a curve, the others follow. This is really bad.

    Dynamic lines like the ones you are using are contra productive for artists.

    Don't forget: Artists do not use your tools for retopo only. Some people use them for professional laser cut pattern/templates too. In this case we need a exact line control like the the other tools in 3D Coat already offer since a long time.

    Thank you
    Chris

  5. I have a wish:
    Is it possible to paint next curves with the same resolution like the one you set before?

    The most time you need lower resoluted meshes and I have to alter the line always. This is a bit messy.

    If possible it would be the best to set the line segment resolution for new lines to a fixed value of dots.

    F.e.: When I paint a new line and set a fixed line resolution value to 5 then my new created lines are always sudivided by 5 segments.

    I should be able to change them later of course like it is now.

    • Like 1
  6. Die Shader sind neu und werden auch so bleiben.

    Die neue Version ist wesentlich schneller als die alten Shader. Durch die Umschreibung hat sich natürlich existenziell viel geändert. Man muss sich daran erst gewöhnen.

    Und natürlich ist auch wieder Potenzial für Verbesserungen da.

     

    Beschäftige Dich mit dem neuen System. Es ist insgesamt viel besser als das Alte. Es ist nicht alles "doof". :)

    Man kann sich einen guten Sculpting Shader basteln, mit dem man prima klar kommt.

     

    Ihr solltet Euch an die Neuerungen gewöhnen. Ein Weg zurück wird es nicht geben, außer man verwendet die alten Versionen.

    Meist liegt es daran, das man sich als User an das Alte gewöhnt hat und nun rum-quengelt, weil es nicht mehr so ist wie früher und man sich umgewöhnen "muss". Das passiert mir selber auch, auch in anderen Tools.

     

    Best wishes

    Chris

  7. Can someone please tell me how I get the non-CUDA version back? I always run the non-CUDA version. The CUDA builds create artifacts in the voxel volumes that never happen in the CPU builds. I also have always found the CPU version to be more stable, and performance is great on my dual-xeon machine. There must be a way the user can override this, right?

    Is there no 3D-CoatDX64S.exe in your application folder?

  8. Hi, This is the shader I like to use in beta 19 ....can I use this exact shader in beta 36 ? If so, can it be installed from somewhere. Or do I have to emulate it by altering the supplied pbr shaders to try and match it.

    I've spent ages having a go , I can get it grey but it lacks that certain sharpness of the one I like.

    ta.

    No. The new shader model does not support this as I know. But you can create a new shader from the default und set the values to be very similar to the old one.

    An alternative could be to convert the old shaders to the new shader model. But I guess they will still not look the same like in v19. To convert them there is an option to be found in the "Edit" menu item, it is the last item in the list.

  9. Thanks for the input guys! Had this all working ok last week...so I know it will work fine . then out of the blue my computer just went really slow and jerky. So had to bit the bullet and start again.

    Got Direct X 10.1,geforce 341 95 

    Sick of messing with all this .Think I will pack it in for now . See if I can get a middle of the road new computer for cheap.

    I will have a go today, if its not working by bedtime ....see you in a few months..... :dash2:

    If you already decided to reinstall vista why not install windows 10 instead of this? I am sure it would work like a charm even on your old machine.

    Give it a try before buying a new workstation.

    • Like 1
  10. Hauptmenu->Bearbeiten->Alle Ebenen im externen Editor bearbeiten

    oder

    Hauptmenu->Bearbeiten->Aktive Ebene im externen Editor bearbeiten

     

    Tadaaaa!

    Die Funktion gibt es seit einigen Jahren in 3D-Coat.

     

    WICHTIG:

    Nicht die Wireframe-Ebene löschen oder umbenennen!

    Auch nicht die Ebene 0 löschen oder umbenennen.

     

    Du darfst dich auf den anderen Ebenen sonst austoben, sie löschen, neu anlegen usw. Effekt-Ebenen aus Shoppe werden nicht übernommen. Nur normale Ebenen.

     

     

    Nachdem Du deine Änderungen vorgenommen hast, einfach abspeichern und zu 3D-Coat wechseln. Dort werden Deine Anpassungen dann auch gleich aktualisiert.

     

    Viel Spaß
    Chris

    • Like 1
  11. I would like to explain how an artist think, who use your tools. Of course the following infos are subjective, but may help you.

    1. Here are three important model categories for artists who are retopologizing or modeling:

    a ) The primary models. Objects of this category are mostly animated or plays a main role in the project.

    b ) The secondary models. Such kind of objects are not important and in most cases not animated.

    c ) The environment. Such models build the complete landscapes or fill landscapes.

    Examples for category 1:

    Mainly Characters or Vehicles

    Examples for categroy 2:

    Props like tables, rocks, sometimes vegetation or weapons

    Examples for category 3:

    Levels, buildings and all kind of big or static elements

    Some description how we artists work (from my point of view):

    When an artist use your tools for characters, then we will try to define all main polyflows first.

    At the beginning an artist completely ignores the filling elements of a mesh, like big shapes and plain areas. The reason for this is the need to get the most flexible object for animation. Dynamic parts around eyes or the mouth needs clean poly circles without any tris or stars. So the artist will try to define this elements first and concentrate on them. He will create clean rings around holes and all other flexible elements, like arms or finger connections and bending parts like elbows and knees.

    When the most important rings are defined, we try to fill them as exactly as possible. To achieve this we try to create straight polyflows between the single rings to connect them as clean as possible. While this process we try to get always quads, I mean ALWAYS!

    When there is a situation where a tri appear, I am reconstructing my mesh at this area in the most cases to achieve a clean quad mesh. I know a lot of modelers doing the same way just to get the best result. I try to never create tris. The only exeption are models from category 2 or 3. There tris are not critical.

    I am shure my explanation is just a repetition of information, you already have. But what I want to reach is, to transport you what kind of your tools will be used the most time later. I hope this helps you to set the right priority.

    One example of the current situation in my opinion:

    You created a curve creation mode for your great QuadPaint tool. But from my point of view this kind of curve creation is just an interesting playground for creating "dynamic" curves with tension. But an artist do not need dynamic and heavy controllable tools like this curves. For me bezier handled curves or the already nice implemented curve system in 3D-Coat is much better than yours. Why? Because the other curves gives me the most control.

    Don't misunderstand me. I like you work a lot and it shows us the future of the retopo tools in 3D-Coat. But never forget to create tools that gives us the best control please. When I adjust your kind of curves for example, then I "hate" it when the curves start to move by tension. This always force me to correct already nice set pathes again. In this situation I have to redo or adjust already well defined shapes.

    This is something you should improve for the final version. If you like, you can keep the dynamic creation as an option, but in my opinion we need more controlable curve creation.

    At the end I will use just three of your tools:

    1. Paint Quadstrips to get great poly flows and...

    2. ... fill them with RFill (It is already a great time saver!!! )

    3. Use QuadPaint for technical parts. I think this will be used less than the other ones but is important too.

    This are just my two cents to improve your work.

    Thank you very much for your efforts Raul.

    You are on the right way with your development.

    Chris

    • Like 5
×
×
  • Create New...