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  1. Hello everyone! Does somebody know if one can Retopo / Autopo multiple VoxTree layers at once? The thing is, when I merge all the separate layers on a new, "complete" layer, all the layers will have the highest subdivision level used on the layers. Also, I generate much more unnecessary data that's already there which reduces performance. Besides that, it would save some time if I was able to Retopo over multiple layers as I don't have to create a new layer containing all the other layers. Hopefully, someone can help. Many thanks in advance, Greetings, Shu
  2. If sculpt layers can be grouped. A GROUP MANAGER allows to use the groups as layers. VoxTree / GroupTree Can work together A new windows popup with all Groups entry: For each group will appear the toggle buttons for object visibility, selectability and ghost mode. That way you can quickly organize your project like in a layer manager, navigate through it, and protect entire groups from selectability. ------------------------------------------------------------------ Im just taking/quoting Raul's proposal http://farsthary.wordpress.com/2009/08/14/new-proposal-asset-management/ and opening the brainstorm to implement a similar option inside 3DC ------------------------------------------------------------------- 0001587: A Group Manager to allow to use the groups as layers. Trello vote card
  3. Hey Guys! This might be a fairly basic question, but I've noticed that switching layer visibility on/off seems to take quite some time in the paint room. I get similar performance issues when it comes to merging layers as well. I should mention that I generally use multiple 4k UV tiles for my objects, because I tend to render with udim textures. Is there a way to speed this issue up a bit? I've had a really good experience with everything else in 3dcoat. The ability to paint deep displacement/ diffuse/ spec with different map projections at the same time is simply amazing. This particular issue though, slows the whole workflow down quite a lot. Especially when it comes to testing new overlay layers with different design patterns etc... -Luke
  4. I have two different layers on an object. In the paint room, it paints on both even when only one is selected. Any suggestions?
  5. Hi All, Following (I hope) the "from scratch" tutorial with the Rat... Following the AUTOPO and heading into the Paint room... I see that I have too many layers or perhaps mesh objects... they are interfering with each other. Whilst leaving the Retopo room, I first did a Merge with NM (per pixel). When I got to the paint room, I was presented with what you see attached: It appears that the density regions are still visible and are on a separate mesh... and when I attempt to paint, only the object with the density mapping receives paint. The other mesh does not receive paint. I believe that this object that was created in the Voxels room... but I can't seem to delete it from the vox tree (it ignores delete requests silently). It is now listed as a surface. What are these two objects? I assume one is the original voxel edit... and the second is a surface from AUTOPO... but... why do I have both still... and unable to delete the voxel object? Why is it interfering with the paint room? Thanks so much for your kind help, R
  6. I was wondering about vertex colors. 3D Coat can paint layers great. I'm looking to do vertex colors as show in a random link for example. I'm not sure where the vertex colors are stored alongside a material channel. I just know they get exported with it but not as a material to show for rendering in this case. Is it possible to export like this. I know there is some software though thet will bake the texture to vertex. Would this be the process, or is there an option for this in 3D Coat upon export? http://mtnphil.wordpress.com/2011/10/18/wind-animations-for-vegetation/
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