Carlosan Posted December 19, 2013 Report Share Posted December 19, 2013 Hi Surface paint Using DT and LC, the mesh have high and low polygon density areas. painting in surface mode at paint room... some painted areas keep superdetailed, some not Is there any chance to solve it ? Sculptris do a bake subroutine to allow it... bad thing: paint process can be reversed to sculpt mode again. ty note: remember please to rename Voxel Room to Sculpt room http://3d-coat.com/mantis/view.php?id=1067 Link to comment Share on other sites More sharing options...
Member Clayphd Posted December 19, 2013 Member Report Share Posted December 19, 2013 I am very new to 3d-coat... so I'm sorry if this is a completely obvious question but what is RS? Link to comment Share on other sites More sharing options...
philnolan3d Posted December 19, 2013 Report Share Posted December 19, 2013 I am very new to 3d-coat... so I'm sorry if this is a completely obvious question but what is RS? Remove Stretching. Many of the sculpting tools in Surface mode have a checkbox for it along the top. Link to comment Share on other sites More sharing options...
Member Clayphd Posted December 19, 2013 Member Report Share Posted December 19, 2013 Remove Stretching. Many of the sculpting tools in Surface mode have a checkbox for it along the top. Ah, ok. Thank you. Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted December 19, 2013 Advanced Member Report Share Posted December 19, 2013 Never be afraid to ask questions. There are many people here, who will try to help you. Link to comment Share on other sites More sharing options...
Contributor artman Posted December 19, 2013 Contributor Report Share Posted December 19, 2013 it seems issue I posted with screenshots about new RS mangling the topology always happens on same place on default male bust. The sides of the top of the head. If I use Rapid2 around this area I can almost always reproduce issue. Hope that helps Link to comment Share on other sites More sharing options...
Contributor artman Posted December 19, 2013 Contributor Report Share Posted December 19, 2013 Ok,Here is another interesting thing. Here I did smooth all (tangent,9.0) and the mesh explode inward... I used resample beforehand. Im attaching file ...you just need to use Smooth All and its gonna explode... explosion.zip Maybe it will help you solve other bugs that may be related to this. Link to comment Share on other sites More sharing options...
Advanced Member Vipera Posted December 19, 2013 Advanced Member Report Share Posted December 19, 2013 Ok,Here is another interesting thing. Here I did smooth all (tangent,9.0) and the mesh explode inward... explode.jpg I used resampled beforehand. Maybe it will help you solve other bugs that may be related to this. There is also some polygon explosion in case of Smooth brush. Take the Smooth brush and make it bigger than the ear deepening on the head and click on ear. You will see the polygon explosion inside the head. Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted December 19, 2013 Applink Developer Report Share Posted December 19, 2013 I created mantis report for resample issue. I found one way to repeat the problem. I'm not sure if this is the bug your having Artman and Vipera? http://3d-coat.com:8081/mantis/view.php?id=1356 Link to comment Share on other sites More sharing options...
farsthary Posted December 19, 2013 Report Share Posted December 19, 2013 Hi Ok, tomorow Andrew and I will seat in tandem and will fix remaining issues: Resample and creaseClay provisionally still uses previous splitting algorithm (to not mess too much with existing presets) but we see now is unsafe enough to migrate to new despite breaking some presets because stability is first. Also regarding those Rapid2 wrong topology sometimes did you check is not caused by very little smooth value? see if increasing value fix it, because seems to me is a lacking in smooth. Link to comment Share on other sites More sharing options...
Contributor artman Posted December 19, 2013 Contributor Report Share Posted December 19, 2013 Hi Ok, tomorow Andrew and I will seat in tandem and will fix remaining issues: Resample and creaseClay provisionally still uses previous splitting algorithm (to not mess too much with existing presets) but we see now is unsafe enough to migrate to new despite breaking some presets because stability is first. Also regarding those Rapid2 wrong topology sometimes did you check is not caused by very little smooth value? see if increasing value fix it, because seems to me is a lacking in smooth. there is no smooth setting in rapid2,its not an LC brush,issue comes from the changes in RS. In rapid2 brush smooth slider only affect shift key smooth brush trigger. also I dont understand how resample would break a preset...its completely independent from brushes; its a voxel menu function. Link to comment Share on other sites More sharing options...
Member SilverCity Posted December 19, 2013 Member Report Share Posted December 19, 2013 (edited) Ok,Here is another interesting thing. Here I did smooth all (tangent,9.0) and the mesh explode inward... I used resample beforehand. Im attaching file ...you just need to use Smooth All and its gonna explode... Maybe there is a problem with the resampling function. If I open your mesh and resample at default settings before I Smooth All, the mesh is fine. I'm still using the last Mac release 4.0.11. Btw, is there any reason why 3DC doesn't automatically reorder your mesh with even tris (like Tangent smoothing) whenever you resample? It's always a 2 step process for me whenever I need to resample a mesh. First I Resample, then I Smooth All to get a cleaner mesh. Edited December 19, 2013 by SilverCity Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted December 19, 2013 Contributor Report Share Posted December 19, 2013 (edited) I have some serious performance issues with the new 12B version when it comes to hiding and ghosting VoxTree volumes. Also, switching between some tools take a lot of time.I reverted to 11A and everything works okay here.Anyone experienced this too? Edited December 19, 2013 by ajz3d Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted December 19, 2013 Advanced Member Report Share Posted December 19, 2013 (edited) Rapid brushes corrupt the surface (create holes). Tried reconstruct/ close hole features, both had no effect whatsoever (close hole actually made the holes slightly larger). Painting the small area (red circle) with the "Reconstruct" brush projects the mask all over the place. Might or might not have something to do with sculpting on an area where two surfaces on the same object are in close proximity to each other. 3D Coat 4.0.12B (Windows 8.1). Edited December 19, 2013 by wilson66 Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 20, 2013 Reputable Contributor Report Share Posted December 20, 2013 (edited) Anybody else notice that the SELECT/MOVE tool in the Tweak Room is slower than frozen molasses? If you have multiple objects in the scene, and need to move them, once selected...trying to move the objects is nearly impossible. It's so laggy that there is no control. The gizmo isn't centered and you have no means to center it....it's just a total Soup Sandwhich. And that's stating it mildly. There is just no reason at all, for this room to be neglected this long. Either scrap it altogether or keep it up to date with the rest. The tools there are fossilized by now. Same thing with all the Opacity/Depth and Blending Panel Sliders. USELESS...why even have them, if they adjust as fast as paint dries? I'm right back to the same position I've been in for years....enough with all the "Andrew, can we have this, Andrew can we have that?" We need to get all the broke stuff fixed FIRST...and there is a LOT of it. Can we get the stuff that SHOULD work already, fixed. There needs to be a strict consistency among all like operations, in the application. Such as the TRANSFORM tool. It should be identical in every workspace. The Retopo Room's Selection tools should have the same gradient selection capability as those in the Tweak Room. And the SELECT/MOVE tool should be separated into 2 tools, like the Retopo room. All this inconsistency makes it hard on experienced and new users, alike. There needs to be consistency in scaling above all. Right now, if you export a model out of the Paint Room > open a new scene > merge it into the Voxel Room, to try and do some sculpting....it either comes in super tiny or super large? What is going on here? I've mentioned this multiple times over the years and it is STILL NOT FIXED! Edited December 20, 2013 by AbnRanger Link to comment Share on other sites More sharing options...
Advanced Member Vipera Posted December 20, 2013 Advanced Member Report Share Posted December 20, 2013 I do agree with AbnRanger that 3DC interface is so frustrating and needs some attention with good menu/tools names and sorting them in right groups in interface menus. Link to comment Share on other sites More sharing options...
Contributor artman Posted December 20, 2013 Contributor Report Share Posted December 20, 2013 Rapid brushes corrupt the surface (create holes). Tried reconstruct/ close hole features, both had no effect whatsoever (close hole actually made the holes slightly larger). Painting the small area (red circle) with the "Reconstruct" brush projects the mask all over the place. Might or might not have something to do with sculpting on an area where two surfaces on the same object are in close proximity to each other. 3D Coat 4.0.12B (Windows 8.1). Which rapid brush did u use (1 or 2)? Was Removestretching activated? I am absolutely unable to reproduce your issue after 2 hours sculpting... I get mangled topology issue but no holes. Please elaborate. Link to comment Share on other sites More sharing options...
farsthary Posted December 20, 2013 Report Share Posted December 20, 2013 Solved CreaseClay creating holes issue Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted December 20, 2013 Applink Developer Report Share Posted December 20, 2013 Nice to hear. Here is one more report. http://3d-coat.com:8081/mantis/view.php?id=1357 Link to comment Share on other sites More sharing options...
Carlosan Posted December 20, 2013 Report Share Posted December 20, 2013 from voxels to surface mode clean_surface = little holes close_holes tool doesnt work over this little holes Link to comment Share on other sites More sharing options...
farsthary Posted December 20, 2013 Report Share Posted December 20, 2013 Hi Carlosan, can you provide a more detailed bug report? because is impossible for me to repoduce it and try to spot it. @Haikalle thanks for the report, Andrew is working over that Link to comment Share on other sites More sharing options...
Member fremachuca Posted December 20, 2013 Member Report Share Posted December 20, 2013 hey there. i havent been around reading all the posts so excuse me if this has already been answered.is there an estimate for when you guys will go back on working on other parts of the software? likepainting, UV and UI? Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted December 20, 2013 Applink Developer Report Share Posted December 20, 2013 One more. http://3d-coat.com:8081/mantis/view.php?id=1358 Now I stop. I promise Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted December 20, 2013 Contributor Report Share Posted December 20, 2013 Confirmed, probably (the ?) one that keeps me out of voxel mode Link to comment Share on other sites More sharing options...
Advanced Member The Candy-floss Kid Posted December 20, 2013 Advanced Member Report Share Posted December 20, 2013 Curious - has the various reported issues of artifacts etc after using proxy mode now been fixed with this update? Also: Posted 09 December 2013 - 01:18 AM AbnRanger: Thanks, Raul. I noticed that if I have Vertex Paint applied to a model, and go back to use LiveClay to increase the resolution in an area, LiveClay deletes/destroys the paint information in the area I brush. It just started doing this with 4.0.11A Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted December 20, 2013 Contributor Report Share Posted December 20, 2013 Curious - has the various reported issues of artifacts etc after using proxy mode now been fixed with this update? I redid my previous gif/report with 4.0.12B, still present. I think if they fix Haikalle's bug it'll be gone. Now I just hope the slider is coming next, cause I won't bother to test the next build, RS is useless as it is now. Feels like sculpting on mudbox with a 90M mesh... except it's the tenth of that... I know it was in good intentions, but this confirm the saying: "if it ain't broke, don't fix it". Link to comment Share on other sites More sharing options...
farsthary Posted December 20, 2013 Report Share Posted December 20, 2013 The color mixing issue is solved in the latest build you all have by now. I know it was in good intentions, but this confirm the saying: "if it ain't broke, don't fix it". Problem is..it was actually broken, with old builds, if you deformed a lot the base mesh, for example with move, RS quality still was far from desired, new changes fixed that. Today we fixed a lot of things in RS. The bug related to cut ver LC was a very important bug spotted and I thank for that, but recent changes are not the culprit, they only expose it better, seems it was rooted long ago, so having a way to 100% reproduce it is an important step toward the solution. is there an estimate for when you guys will go back on working on other parts of the software? likepainting, UV and UI? No, estimate are misleadings and always things take longuer than planned to polish, but rest asured we are working non stop to make things better. Missing things and issues to be improved are the fuel of our work but sometimes is good to look on achieved things and good accomplished tasks to raise our strength and moral. Also considering I have less than 72 hours in Kiev is logical that Andrew was working with me in LC this last week neglecting other areas. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted December 20, 2013 Author Report Share Posted December 20, 2013 I redid my previous gif/report with 4.0.12B, still present. I think if they fix Haikalle's bug it'll be gone. Now I just hope the slider is coming next, cause I won't bother to test the next build, RS is useless as it is now. Feels like sculpting on mudbox with a 90M mesh... except it's the tenth of that... I know it was in good intentions, but this confirm the saying: "if it ain't broke, don't fix it". Please don't worry. RS will be polished at least to degree when you will be actually very happy with it, no less. If it still will not be reached, it is easy just to revert. Until that time please use previous build. We are working on LC related stuff a lot now because Raul will leave us soon, so other task are postponed a bit now. Link to comment Share on other sites More sharing options...
Carlosan Posted December 20, 2013 Report Share Posted December 20, 2013 Andrew... Raul, ty for all and Raul... i hope to see you back soon Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted December 20, 2013 Author Report Share Posted December 20, 2013 hey there. i havent been around reading all the posts so excuse me if this has already been answered. is there an estimate for when you guys will go back on working on other parts of the software? like painting, UV and UI? After getting all to relatively well working state we will release 4.1 (free upgrade of course). Then first order feature for paint room is Layers groups as in PS. Of course it is hard to control all flow because sometimes something very urgent appears, but that are at least our short roadmap. Andrew... Raul, ty for all and Raul... i hope to see you back soon Seems this time it will be easier to cowork even when Raul will get back to Cuba. Link to comment Share on other sites More sharing options...
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