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V4.1 BETA (experimental 4.1.17D)


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Keep hoping on each beta I can get the PTEX to work from 3D Coat in to Mayas VIEWPORT 2.0 viewport realtime rendering. Viewport 2.0 renders super fast and renders PTEX beautifully. That is at least from Mudbox .ptex files I can render in Viewport 2.0. Iam not talking about the exported test_PtexPlane0_color.tga  type of files that get exported from 3D Coat. Those are not true ptex. Those jpg or tga files of course render in Viewport 2.0. Iam talking about the EXPORTED PTEX FILES via TEXTURES/EXPORT/COLOR TO PTEX files. Those are true ptex files that when I import in to Maya and render with Viewport 2.0 it is opaque with no textures. When I export a true .PTEX file from Mudbox as I mention renders beautifully. But not with the exported .PTEX files from 3D Coat. Been so wanting this for several years now. :)

As I know ptx files exported from Coat are correct. I know companies using it and there was no complains.

You need to discover it a bit what happens - try different export settings just to understand what is wrong, possibly try to import ptx from Coat in Mudbox.

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As I know ptx files exported from Coat are correct. I know companies using it and there was no complains.

You need to discover it a bit what happens - try different export settings just to understand what is wrong, possibly try to import ptx from Coat in Mudbox.

Thank you for your input. I think I posted on this a year or so ago. So Iam still trying. I have tried everything. Nothing has been written or mentioned about using the specific .ptex files that you export from 3D Coat via export/COLOR TO PTEX. I have tried every setting in Maya and every setting in 3D Coat. The actual ptex export can not get to work in Mudbox either. Maybe if one person who has Maya and 3D Coat can give this a try. Export an ptex setup object from 3D Coat and its COLOR TO .PTEX file (NOT the jpg or targa like this example_PtexPlane0_color.tga file ) In Maya turn on VIEWPORT 2.0. Import that .PTEX file on to the object. Should realtime render and work as it does with Mudbox .ptex files.  I do lots of animation. I render huge scenes with Maya Viewport 2.0 and love working with PTEX but can only do it from my Mudbox characters :(  p.s. The new Maya 2015 coming out and its TOTALLY REDONE Viewport 2.0 realtime rendering is just unbelievable. What I have been waiting for all these years AND WOULD REALLY LIKE THAT TO WORK WITH 3D Coat ptex files if possible :)..

Edited by fneill
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Thank you for your input. I think I posted on this a year or so ago. So Iam still trying. I have tried everything. Nothing has been written or mentioned about using the specific .ptex files that you export from 3D Coat via export/COLOR TO PTEX. I have tried every setting in Maya and every setting in 3D Coat. The actual ptex export can not get to work in Mudbox either. Maybe if one person who has Maya and 3D Coat can give this a try. Export an ptex setup object from 3D Coat and its COLOR TO .PTEX file (NOT the jpg or targa like this example_PtexPlane0_color.tga file ) In Maya turn on VIEWPORT 2.0. Import that .PTEX file on to the object. Should realtime render and work as it does with Mudbox .ptex files.  I do lots of animation. I render huge scenes with Maya Viewport 2.0 and love working with PTEX but can only do it from my Mudbox characters :(  p.s. The new Maya 2015 coming out and its TOTALLY REDONE Viewport 2.0 realtime rendering is just unbelievable. What I have been waiting for all these years AND WOULD REALLY LIKE THAT TO WORK WITH 3D Coat ptex files if possible :)..

Ok, let us continue using support e-mail - support@3d-coat.com

I need some obj+ptx files that you render correctly in Maya.

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4.0.18B

- pen picks something only within work area on screen to avoid random clicks out of work area.

- Edit projection in PS improved - now it supports mirrored UVs. In case of painting on both sides of mirror Coat prefers closer polygon.

- several instabilities fixed.

- uv-related problems fixed

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Surface tools in voxel mode seem very bugged.

*this example is just the draw tool, but others also cause the same issues.

 

 

1. New voxel scene...Draw tool

http://ctrlv.photos/img/14/03/27/5333afbf4fca1.png

 

2. Switch tools causes random holes

http://ctrlv.photos/img/14/03/27/5333b0b336283.png

 

3. Switch to Surface mode..holes get worse

http://ctrlv.photos/img/14/03/27/5333b0eceadf0.png

 

4. Switch back to Voxel, random garbage

http://ctrlv.photos/img/14/03/27/5333b13c35b67.png

 

 

 

Also Why does Voxel Extrude kick me into surface mode? If I wanted that, i'd just do it in surface mode.

Maybe add the same options as Voxel Layer (auto voxelize)?

Edited by bocs
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Surface tools in voxel mode seem very bugged.

*this example is just the draw tool, but others also cause the same issues.

 

 

1. New voxel scene...Draw tool

http://ctrlv.photos/img/14/03/27/5333afbf4fca1.png

 

2. Switch tools causes random holes

http://ctrlv.photos/img/14/03/27/5333b0b336283.png

 

3. Switch to Surface mode..holes get worse

http://ctrlv.photos/img/14/03/27/5333b0eceadf0.png

 

4. Switch back to Voxel, random garbage

http://ctrlv.photos/img/14/03/27/5333b13c35b67.png

 

 

 

Also Why does Voxel Extrude kick me into surface mode? If I wanted that, i'd just do it in surface mode.

Maybe add the same options as Voxel Layer (auto voxelize)?

First it always helps to give the version that you are using, I know this is the beta thread but Linux and Mac generally run a few beta versions behind...

 

Those brushes are under the "Surface heading" in the left tool bar in voxel mode. They are really surface mode brushes and not voxel brushes. You have to press the enter key to change the brush strokes to real voxels before selecting a true voxel brush... This will solve the hole problem. The rough look is just that you have a low polygon count... Press enter and that will disappear...

 

Those brushes were there before we ever had a separate surface mode as we do now... I use them myself so I do not consider them obsolete. 

 

Now having said the above I think this needs to be looked so that switching back to a true voxel brush without pressing enter will not cause holes... An automatic conversion to voxels without pressing the enter key.

 

 I confirm that I get the holes too unless I press enter first to change the brush strokes to voxels..

 

Voxel Extrude... Andrew stated that for the Voxel Extrude tool to work it has to switch to surface mode to complete the operation which really in the end makes it a surface tool. The tool is usefull but you have to pick and choose when to use according to your model.

Edited by digman
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Surface tools in voxel mode seem very bugged.

*this example is just the draw tool, but others also cause the same issues.

 

 

1. New voxel scene...Draw tool

http://ctrlv.photos/img/14/03/27/5333afbf4fca1.png

 

2. Switch tools causes random holes

http://ctrlv.photos/img/14/03/27/5333b0b336283.png

 

3. Switch to Surface mode..holes get worse

http://ctrlv.photos/img/14/03/27/5333b0eceadf0.png

 

4. Switch back to Voxel, random garbage

http://ctrlv.photos/img/14/03/27/5333b13c35b67.png

 

 

 

Also Why does Voxel Extrude kick me into surface mode? If I wanted that, i'd just do it in surface mode.

Maybe add the same options as Voxel Layer (auto voxelize)?

Thanks for pointing, fixed it.

Generally we plan 4.1 for tomorrow, so pointing this is important.

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When I import a obj model into the retopo room that has "smoothing groups" for the purpose of creating the uv set the smoothing groups are removed upon exporting.

 

This does not happen if I import the same model straight into the paintroom using the automapping function or if I have created the uv set in another application. When I export the obj model out of the paint room using File/export, the smoothing groups remain intact...

 

3DC version 4.0.18B

Edited by digman
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Nothing major so far...

 

The only thing I forgot to mention is that for several versions now the depth Shaders glitch as shown in the picture. I rarely use them so I just forgot...

 

This happens in Linux version 4.0.15B opengl 64bit non cuda , Ubuntu 12.04 LTS

 

I would think it is a driver issue though when I updated my Linux video drivers the problem is still  there...

 

This problem should not in anyway I think delay the release of 4.1 but it is a heads up for later investigation...

post-518-0-11858700-1395956977_thumb.png

Edited by digman
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i want to thanks every progress and features added to 4.1.Waiting OSX version !

a small question also:

is it possible to disable right click menu?i would use it on voxtree window only.it seems needless if you are editing point splines for instance (right clicks)and it keeps appearing!

thanks again for this wonderful tool,Andrew!

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i want to thanks every progress and features added to 4.1.Waiting OSX version !

a small question also:

is it possible to disable right click menu?i would use it on voxtree window only.it seems needless if you are editing point splines for instance (right clicks)and it keeps appearing!

thanks again for this wonderful tool,Andrew!

You can disable that feature in the Preferences menu.... If it is not there then you are using a beta that did not have the ability to turn it off. Andrew added the disable in the preference menu as others had ask too as you have done...

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Nothing major so far...

 

The only thing I forgot to mention is that for several versions now the depth Shaders glitch as shown in the picture. I rarely use them so I just forgot...

 

This happens in Linux version 4.0.15B opengl 64bit non cuda , Ubuntu 12.04 LTS

 

I would think it is a driver issue though when I updated my Linux video drivers the problem is still  there...

 

This problem should not in anyway I think delay the release of 4.1 but it is a heads up for later investigation...

Longstanding depth shader + shadow issue finally fixed in OSX/Linux/GL version.
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I uploaded preliminary 4.1.00 that will be released tomorrow - first page.

This is features page (preliminary) - http://3d-coat.com/3d-coat-41/

Please tell me if you will find something awful.

Please don't post anywhere this info, it is information for this forum only.

I can't wait for OSX!

Typo: 3D secection

http://3d-coat.com/fileadmin/_processed_/csm_3dsel_1_efa290d993.jpg

cheers

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Oh I see, I should include that in my post on CGTalk.

 

--

 

I'm having an odd error. 4.1 works fine on my current PC, but it won't run on my old PC (which ran every other version fine). I just get this blank error screen.

 

03.28.2014-23.56.png

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One feature request (or maybe its somewhere, but im only missing it):

 

Lathe-tool in primitives:

Would it be possible to have a option to rotate the curve-profile grid counterclock wise to 90° ?

That would be more intuitive for me, since the primitives are upright (not laying)

 

 

and thanks for the great feature presentation, please keep at least this standard for next new features/workflows. It really helps to get a good impression, of what 3DC is capable. Thats what existing part time users and interested persons always want. :)

Edited by chingchong
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