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V4.1 BETA (experimental 4.1.17D)


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Seems there is problem in Merge tool in this build. There appears ring without axis. To fix press Reset space. I will reupload today or tomorrow to fix it.

I plan (afetr fixing bugs from mantis/forum) to do one of 2 thinngs:

1) Layers masks ala PS

2) Axial symmetry

Please vote what do you like more for next week

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If a feature like that is implemented, it would be great if it was for painting, sculpting and any other similar areas (retopo for example could benefit from it as well).

 

It would be nice to have some of the same brush/tool functionality in the paint room as we have in the poly/vox sculpting room. For example we have a flatten tool in the paint room, but it doesn't function exactly the same or as reliably as the stuff in the poly/vox sculpting room and it would be nice if they functioned similarly.

 

EDIT: I am commenting on axial symmetry.

 

 

 

Anyway, I hope voting on features is the way forward for a lot of things. I vote for LAYER MASKING, please and thank you!

Edited by Javis
For Clarity
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If is useful

 

Vote system opened

 

http://3d-coat.com/forum/index.php?showtopic=16297&page=0

They are in the home stretch neck and neck, screaming for the finish line, Andrew has the Checker Flag out, Who will pull ahead for that sweet winner's trophy of Andrew's time... :rolleyes:

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Hello Andrew.
First of all, thanks for the new build. The history is most welcome and I can't wait to see more steps towards non-destructive sculpting. Also, thanks for some scripting tweaks.

 

And speaking of scripting language, could you perhaps look into the issues I listed below?

 

Important:
http://3d-coat.com/forum/index.php?showtopic=14921&p=109499

Additionally:

VoxTree related:
1. Access to VoxTree as an ordered list (like Java's vector or Python's list).
2. Add functions that will enable us to work with tree hierarchy.
3. Add bool SelectPrevVolume(bool) to traverse through volumes in reverse direction.
4. GetCurVolumePolycount looks broken. It returns triangle_polycount/2 and sometimes fanciful values.

Retopo Room:
1. Access to retopo groups as an array.
2. Stop 3D Coat from selecting the next volume if current volume is hidden(!). It's PITA when trying to script some batch jobs on retopo groups that depend on their visibility state. You could ignore this point if access via arrays is implemented.

Paint Room:
1. Get/SetPaintLayerSpecOpacity is missing.
2. Get/SetPaintLayerSpecBlendingMode is missing.
3. Layer control (add/remove layer, add/remove group, merge layer with layer below, etc.). RMB+MMB doesn't work. Plus.
4. Access to layers as an array.
5. Get/set current foreground/background color (colour picker)

General:
1. Custom menu GROUPS via InstallToMenu, e.g. InstallToMenu("View.MyGroup", "MyScriptName") //The result would be "MyGroup" group in "View" menu, containing "MyScriptName" script.
2. If possible, access to UI fields of every dialog window. Functions that would allow to substitute GUI fields of built-in dialogs, getters/setters, pass values as arguments, etc. RMB+MMB sucks in general, because commands we can get via this combination will return functions that don't accept arguments we can normally pass via GUI.

 

Unresolved scripting-related Mantis reports:

0001505: Hardcoded filename in "Run script" file dialog.

http://3d-coat.com/mantis/view.php?id=1505

0001504: bool IsInRoom (string &in name ) always returns false
http://3d-coat.com/mantis/view.php?id=1504

0001472: AddTranslation doesn't work with AddStringInput.
http://3d-coat.com/mantis/view.php?id=1472

0001473: UI condition doesn't work with integer slider and input box.
http://3d-coat.com/mantis/view.php?id=1473

Edited by ajz3d
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I'd have to vote for axial symmetry for sure as I've had many cases to use it, but rarely wish to have the masks in photoshop as well

Edit: However either would be a significant improvement, and I love this voting style, this is an amazing way to handle it in my opinion!

Edited by GeneralAce55
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I've been messing with the new primitive history (very nice btw!) and I've noticed that the Text Primitive does not remember font name, input text or bend options during re-apply primitives. But if I click on the Text prim. layer in the Prim history palette, it remembers the input text and bend options but not the font name. Storing symmetry options per prim layer would also be useful.

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Can anyone confirm Crash when export FBX in retopo room?

*using 4.1.09 (windows)

 

Steps:

1. Start 3d Coat

2. example start with Voxel Sphere...or anything

3. Auto Retopo...default settings...next, next etc

 

-In Retopo Room

4. Retopo->export...select  FBX...save...crash

*Other types save fine (obj, lwo, stl etc...)

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Can anyone confirm Crash when export FBX in retopo room?

*using 4.1.09 (windows)

 

Steps:

1. Start 3d Coat

2. example start with Voxel Sphere...or anything

3. Auto Retopo...default settings...next, next etc

 

-In Retopo Room

4. Retopo->export...select  FBX...save...crash

*Other types save fine (obj, lwo, stl etc...)

Confirmed.

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another Issue?

 

in the AutopoParms settings window

 

Checking "Hardsuface retopology" causes the check box to disappear. (BUG?)

*only way i've found to get the checkbox back is restarting 3d coat.

 

if you check "Voxelize before quadrangulation"

"Hardsuface retopology" checkbox will disappear (normal)

 

however if you check "Hardsuface retopology" FIRST then check "Voxelize before quadrangulation"

the crease angle still shows (BUG? but I don't think it will use it anyway)

 

so the main issue is you can't disable "Hardsuface retopology" after you select it without restarting?
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Updated 4.1.09A

- Merge, curves text parameters stored in History window as well.

- Rect/Ellipse E - modes may become square if 'Q' pressed (may be changed in settings)

- fixed a lot of scripting bugs, manual updated

I see Axial symmetry wins voting. Probably I will start it as next task. I hope it wil not take more than week.

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It seems like the shell function doesn't work at all in 4.1.09A.

 

To reproduce it:

  1. Create new file/project.
  2. Choose either Voxel or Surface mode.
  3. Create a primitive, even as simple as a cubic or sphere one, then convert it to surface mode first if Voxel mode has been chosen in the 2nd step.
  4. Go to menu Voxels -> Shell, input any level of thickness or just leave it as 1, press OK and wait until the task's done, which is never or sometimes the program will be crashed.

Additional, I find that the task doesn't need to be committed to reproduce the crash, just open up the Shell dialog and suddenly press Cancel and the program will be frozen or crashed as well.

 

Need this to be confirmed.

 

 Confirmed for me too...

 

Critical Crash Bugs in 4.1.09A

- Retopo export to FBX (crash)

- Voxels->Shell (crash or hang)

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Hey Andrew, are there any plans to tackle the texture shell issue anytime soon? It was brought back up in this thread: http://3d-coat.com/forum/index.php?showtopic=16310

Which also made me remember this thread: http://3d-coat.com/forum/index.php?showtopic=15954

And it has had a mantis request for quite some time too: http://3d-coat.com/mantis/view.php?id=705

 

Seriously, that issue is really annoying :(

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Hey Andrew, are there any plans to tackle the texture shell issue anytime soon? It was brought back up in this thread: http://3d-coat.com/forum/index.php?showtopic=16310

Which also made me remember this thread: http://3d-coat.com/forum/index.php?showtopic=15954

And it has had a mantis request for quite some time too: http://3d-coat.com/mantis/view.php?id=705

 

Seriously, that issue is really annoying :(

 

(0003769)

Andrew (administrator)

2014-06-19 07:12

     
Have I understood correctly?

You need severaloptions for padding. Current padding takes pixels from opposite island to make seams less visible. But in some cases you need to take pixels only from this island. I may do this in preerences as general option, it can't be "per island" settings.

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Oh wow yes! I'm so glad he's finally taking a look at that issue.

Posted a response, hope it's clear enough. If there's one thing I dislike about 3DCoats painting more then any other issue it's how it destroys paint data on import, and then walls off the wasteland of unused pixes its created.

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(0003769)

Andrew (administrator)

2014-06-19 07:12

     
Have I understood correctly?

You need severaloptions for padding. Current padding takes pixels from opposite island to make seams less visible. But in some cases you need to take pixels only from this island. I may do this in preerences as general option, it can't be "per island" settings.

 

Yes, that would really help on smaller texture resolution maps...  The bleed problem between uv islands on a 512 x 512 map shown in picture.

 

Also we need a better blending routine just between polygons as well as now you get a similar problem on low resolution maps. shown in picture. A mantis report on blending just between polygons was made on this problem quite a while ago.

Higher resolution maps just mask both problems but they are still there.

post-518-0-18068800-1403204600_thumb.png

post-518-0-21492000-1403204626_thumb.png

Edited by digman
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Updated 4.1.09C

- fixed retopo FBX crash

- fixed problem that was breaking pipeline Voxels->Retopo, Bake with triangulation->Exort.Final object was not triangulated.

- autopo dialog problems fixed.

Shell fix not included there (will be included in next build). Use VoxTree RMB Make shell till it fixed.

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