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Posts posted by Taros
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Can someone confirm the following please? v.4.5.31
I am not able to bake vertex painted data to a pixel paint layer. Only the shader itself will be baked, not the vertex colors.
Or is there a new way I don't know how to bake vertex data to a pixel paint layer?
Thank you
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Really? Anyway it is still a good archive for ideas and problems of the users. Ultimately the data is not lost there.
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Chris, you should close your app > delete all the .xml files in your "MyDocs/3D Coat directory > reinstall > update your graphics card driver. It's either a messed up .xml file or a bad driver. Realtime render works just fine for me (4.5.30 CUDA 64 DX/Windows)
Thank you guys. I guess I have to do this as long as there is no regular windows installer for 3D-Coat.
Please vote for a better transform tool:Attached my proposal. -
A better transform tool is really important!
See here:
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Oh dear... can not move into render room anymore. 3D-Coat crashes always because realtime render was set permanently after the last crash. Now it tries to render in realtime when I switch to the render room in any scene and crashes instantly.
To others: Don't use realtime render in v 4.5.30 !!!
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Taros, did quick test and it works here. I have same Win 10.
Have still problems with one project. I will ask Andrew. It is not reproducable and my model is under NDA.
Thank you haikalle.
EDIT: I meant "realtime render".
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v.4.5.30 - Window 10:
Crash: Unable to render vertex painted objects in render room. (-> Surface models painted in paint room and tried to render them. Default shader used).
Can someone confirm this please?
EDIT: Seem not to happen in windows 8.1.
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I would never pay for a timelapse, they're cool to watch but very rarely are they educational.
I think the only way they'd be able to help you out is if you released them as a cut-down trailer for what's to come. So you'd have a video about 30 - 60 seconds long that skips through sections of your timelapse (ie, not all one big timelapse sequence), maybe some text pops up every now and again over relevant sections, like "sculpting, retopo, bake, texture, etc" and then a pimp at the end to let the users know to watch your gumroad for the tutorial. (also a "coming on X-date" if you know it)
[/opinion]
I mean free timelapse videos of course. I would never pay for timelapse videos too.
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Aloha.
Du kannst 3D-Coat so oft installieren, wie Du magst. Du darfst die selbe Lizenz nur nicht auf zwei Rechnern gleichzeitig laufen lassen.
Das dürfte Deine Frage beantworten. Eine Floating brauchst Du also nicht unbedingt. Das lohnt sich eigentlich nur für Teams.
Hier noch einmal die Vergleichstabelle: http://3dcoat.com/buy/
Grüße
Chris
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OK. This sounds logical. Thank you.Cavity is defined per face. So faces become more visible with cavity. If I compare to previous version of cavity the new imo looks much better. Generally it is better to enable cavity in faceted shaders. Just set less degree for cavity/bulge to make grid less visible.
Is it possible to define cavity per vertex instead of filling faces? And then shade between the vertex cavity intensity? This could result in better quality. But I don't know how much performance it costs.
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Please send me scene with well visible grid. In my check all is smooth and clean.
There is nothing special to do. I just open a default mesh and set a new shader on it. See attached example. This is what I see when I set the new shader on the model.
Maybe I have done something wrong?
Example: The same happens with all shaders using cavity.
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4.5.30: Still a lot of poly artefacts in the new cavity using shaders. This should be fixed or improved please. Hard to sculpt with these shaders.
- When editing a shader and click on "Cancel" shader will not be reset to the last values.
- Shader editing window change vertical size when options will be canceled or edited. This is ugly and should be fixed for the release.
By the way: I love the new shader model, but the poly artefacts are terrible. Any chance to fix this?
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Just a question:
Are you interested in timelapse videos of my experiments?
The videos just document my rare experiments without targeting any project. Sometimes it makes fun to watch such stuff.
What do you think? Should I publish such videos?
Or do you like to wait for the real hints and tutorials I will publish sometime instead?
I ask this because every tutorial production needs a lot of time to prepare and sometimes it is nice to post some placeholders that make fun to watch in the meantime.
Best wishes
Chris
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Thank you Carlos.
I have talked to a programmer and we have found an interesting idea to do such things but it will need some time to get results.
Best wishes
Chris
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Hi. Thank you for the proposal, but this will not work.
Everytime when a model is scanned or modeled it have different amount of vertex and the vertex has different positions and ids.
This leads in completely different files, although the shapes are the same. But what I need is to find models with same shapes.
Additionally if you have a lot of data and the scan files are 2-10 Mio vertex per model it begin to be a big challenge.
Best wishes
Chris
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Actually it is like a search engine for 3D-models.
But what you do is: you set a reference 3d-model and try to find a similar model in your existing database.
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If the software says: "The source shape is 91% equal to the target." then I am pleased and can say the models are the same.
Two cubes can be up to 95-100% equal. A cube and a sphere may be 10% equal, or less.
Imagine you want to proof copies of an original object or versions of a product.
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Hi.
Do someone knows a tool that helps to compare two individual models?
I would like to load two models in that seem identical. The software should be able to help me to compare this models.
The result could be a value that says how identical the objects are.
The best would be if the tool arrange the models automatically for the comparison.
Someone ever used such a tool?
We have 3D scans that have to be compared.
Thank you
Chris -
@Taros
Quote from my post... "The first attached image is orignally a jpg (5000x3000) canvas cropped to a 2K image in Photoshop"
The second image is also a 2K default image that comes with 3DC...
Plus I later gave one of the uv islands a larger amount of uv island space at least 2/3rds the size of the 2k texture space. It was better but still the projection was somewhat blurry.
Uv texture resolution 2K...
I been around the 3D world long enough and been using 3DC for 8 years to know all about that stuff.
I do not expect 2k textures to be the best in the world but some improvement in the projection is needed I believe.
Input from the long time users of 3DC which you are one, when we see something that could be improved I know the development team desires to hear from us.They will tell us if it is possible or not...
Reading text in detail enlightens... Sorry digman.
You are right. This should be solved or improved.
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Are you shure your object texture is high enough resoluted?
The preview window is an own renderer and just a "preview".
For me it looks like a special GPU renderer, but could be CPU too. Andrew not mentioned yet much about the preview window renderer... This could be a good sign. For me it looks like a future preview to a new render feature for the render room. But this is only my personal assumption...
EDIT: I am right. Attached a test screen with a default material. My object texture res is 256x256 px.
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You can always improve your cycles render result by using a postpro effect. The point is how the renderer handles the colors. There is a difference between all renderers. It is the main reason why artists prefer one solution more than others. And don't forget the realtime antialiasing. 3D-Coat handles this rudimentary at the moment.
PS: A good article by Brent Burley by the way.
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Looks very promising Raul.
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My opinion:
You will have to decide what you want.Realtime PBR are never a "real" representation of a material. They are really good, but they currently does not hit the reality. The cycles renderings are a better representation in my opinion. So what would be better is to represent the same like it is in cycles and not to try to set the cycles result to be the same like in realtime engines.
We can be happy to have a very good PBR engine in 3D-Coat that represents materials "nearly" the same like in a pathtracer like cycles.
But your work is really good.
I planned to make some tests in blender too, but had no time for such things unfortunately.
V4.5 BETA (experimental)
in New Releases, Bugs Reports & Development Discussion
Posted
Basically you can not set a mask to a layer group.
HINT: But you can set all related layers to be masked by the same seperate mask layer in the layer blending window.