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Taros

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Posts posted by Taros

  1. 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.

    post-955-0-23747300-1457966770_thumb.jpg

  2. 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. :)

  3. 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.

    OK. This sounds logical. Thank you.

    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.

  4. 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?

  5. 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

    • Like 1
  6. 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

  7. 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

  8. @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.

  9. 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.

    post-955-0-46579200-1454574861_thumb.jpg

    • Like 1
  10. 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.

  11. 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.

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