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Found 10 results

  1. I recently start using 3d coat after a while, downloaded the latest version and found out that there's no more dx or gl version. I found a little laggy during workflow and often glitches appears (object becomes partially invisible with square dots, don't save corrupted file and restart solves but is very annoying). My project is a voxel scupt with 5 millions trs. I'm running latest version on: windows 10 amd ryzen 5 2600 32gb ram radeon Rx 570 4 gb Any tips to improve ? I'm very newbie
  2. Hi all Grabbed myself a copy of 3DC a couple of weeks ago, have been loving it so far. Last week I got the dreaded Win10 popup for the fall creators update - dismissed it with remind me tomorrow, and it installed itself anyway that evening on shutdown (the joy!) Anyway it pretty much messed up my adobe CC installation - all psd's saved out were corrupt, so I decided to reformat my OS drive and start afresh (as I usually do every 6 months or so). Installed 3D Coat again today, and the peformance seems to have taken a massive hit. I'm running in DX Mode, but the viewports lag when rotating and panning, even with just a basic primitive. Have tried toggling cuda on and off, and still the same. PC Specs aren't amazing but wasnt a problem before the update - would have thought it would be better now after the refresh rather than worse! Am running all the latest drivers for the below Any ideas greatly appreciated! Windows 10 Pro 64Bit (Fall Creators Update) i7 6700k (OC'd to 4.5Ghz) 16GB Corsair Vengeance 3200 Gigabyte Geforce 980 Ti Windforce Samsung EVO 850 SSD for OS and 3D Coat installation
  3. I'm using 3DCoat to create retopology. I have run into the problems with complicated objects consisting of many parts. After importing into the program, I find part management very difficult (hiding, unhiding, selecting part for retopo) and the performance is very bad. Any idea how to improve this? I am thinking about dividing larger objects into smaller groups, but how could this be done most efficiently?
  4. I assume it does use one for Voxel volumes, but do Surface volumes not go under any such optimization? I ask as I notice the more dense a surface volume is(I work with 10-15 million triangles usually), some operations can be very slow(retopo to 1M can take 8+ hours on draft, accidental double click on the 1 million retopo mesh can take an hour for edges where it seems to selects all edges, sculpt room geometry->close holes various amounts of time...10mins to hour+, delete or fill hole 10 secs+, etc) . Using sculpt brush tools to add details(or live clay with not just push/pull triangles but add/remove) all seem to work pretty fast and responsively. It's not a hardware issue as far as I can tell, the machines I've used coat on have more than enough grunt. I know quite a few tasks are single threaded, but with an octree or similar perhaps that could use multiple threads by splitting the work across octants? The reason I get the impression octree is not in use is when performing a task like delete or fill hole on a small set of triangles, it would seem the more triangles in the volume, the longer this operation can take, the actual amount of triangles to delete or size of hole doesn't make the difference. I get the impression these performance issues can be fixed, is it well known as problematic? Or not common for users to work with 10mil + triangles in a surface volume? Is it a size that 3D Coat should be able to handle better?(I edit environmental scan data where voxels isn't really an option).
  5. Hi, I'm using 3d coat purely as a voxel sculpting tool. It's awesome and intuitive. However I tend to run into slow downs when sculpting scenes around 40-50 milion triangles (at work) and about 70 (at home). My home specs are pretty similar to my work specs but i guess it's the enterprise install stuff that gets in the way. To improve my pipeline I'm looking into upgrading my workstation. My current specs at work are i7 6700 (4ghz), 16gigs of ram, gtx970 & SSD. There are ofcourse alot of solutions, like reducing polycounts, retopping etc. However I'd rather avoid retop since it adds an extra step in my pipeline. Any other tips when it comes to managing larger scenes are also welcome! /Patrik
  6. Is there a performance overhead associated with having multiple objects within the 3d coat Sculpt scene at one time? I've recently started a character, and planned to begin with a block-in in blender then final detailing and what not in 3d coat. If I import 700k triangles worth of objects (52 objects) from blender, my frame rate drops by over 100, yet if I import 1.5 million tris worth of chain mail (in a single object) from blender, performance barley even takes a dent. I've attached screenshots to show this. I've had scenes well over 50 million triangles run fine in 3d coat, it's been a dream so far, but I mean ... this might be a bit of a deal breaker for me personally. Are there any considerations for working with many objects? Is there anything I can do on my end to mitigate this, or is this a fact of life of 3d Coat?
  7. I've been searching the forums regarding CUDA, OpenCL, and performance of 3D-Coat. I just want to make these things clear for myself and others in one place! - so correct me if I'm wrong: 1. On windows you DON'T need to install the CUDA Toolkit to use CUDA with 3D-Coat. 2. On Linux, you DO have to install the CUDA Toolkit to take advantage of CUDA in 3D-Coat. 3. Most people recommend using the DX builds on Windows for stability. (So DX + CUDA or just DX on Windows) 4. Version 4.5+ of 3D-Coat has been compiled to support CUDA Toolkit 6.5 and up so you can use the NVIDIA 900 Series with good results? (Or is it still stuck on 3.0 as stated here: http://3dcoat.com/files/3DCLinux.pdf ) 5. CUDA is mainly beneficial to the Brushes used in Voxel Sculpting and not much else. 6. OpenCL is now supported in PARTS of 3D-Coat like Ambient Occlusion calcs. I know this is discussed a lot but, it's also spread out all over the forums so please let me know if I'm correct or I missed something important so it's all in one place and newcomer friendly. Thanks!
  8. I am looking for a little bit of help. I am working with a model which I have instanced a ton of times (roughly 119 million triangles) and I am looking to retopo my model, but performance in the viewport is starting to feel a little sluggish. Is there any tips on how I can improve performance when not sculpting and just doing retopo or UV work? I have everything CUDA on at the moment and my GPU is a GTX 970 which has about 4GB of RAM and I have 16GB of RAM currently inside my PC. Don't know if you need all that info but hey Thanks, Dave.
  9. So I thought about this the other day. In zbrush when people typically reach a certain poly count (usually in the millions) it seems that zbrush automatically displays a reduced version of all other sub objects in the layer hierarchy. Especially when navigating and sculpting. I'm assuming this is to boost performance, as the program isn't rendering unnecessary parts that aren't being directly influenced. 3D coat has this feature for the same purpose, but you have to manually turn it on and it takes a second to apply. I'm not sure if this is true for everyone, but for me speed and performance is everything in my workflow. Sluggish framerates and slow response times can make me feel like things are dragging along instead of getting made. I'm not sure if there are any plans to implement some kind of auto caching feature, but it could possibly be a nice touch. Just putting this out there.
  10. Hi there, I just bought 3D Coat through Steam these days and I'm loving the software. I'm a ZBrush user and I'm fairly impressed with all features that 3D Coat has to offer. But I have a question regarding performance, while I'm playing around with voxels. When I increase the resolution to 4X it's a little difficult to use the move tool to deform the mesh, while some other bruses appears to work ok (so far). Even at 16x on surface mode (just a bit) isn't so slow as 4x on voxel mode. I'm using the 3D Coat 64 bit Direct X version. My rig: i7 3.8ghz 16gb ddr3 hd 7970 OC Also, when I increase the density through VoxTree, the mesh changes its scale. How does it interfere in textures and maps when exporting to other softwares? Thanks!
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