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Andrew Shpagin

V4.1 BETA (experimental 4.1.17D)

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no sure how that would be possible since Liveclay constantly change topology and zb/mudbox layers are basically morph targets using constant vertex order....

I'm thinking there would have to be some kind of compromise/limitation, for it to work. Perhaps, the base mesh would have to be locked and only loop subdivision could be used on the separate child layers?

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Sculpt layers will be there some day.

It is far not so easy, but possible. For example paint layers work well even on non-constant topology.

Today we achieved good boost to LC brushes - now it is very fast and gives no tearing, produces very nice quality. I will share build soon.

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I'm thinking there would have to be some kind of compromise/limitation, for it to work. Perhaps, the base mesh would have to be locked and only loop subdivision could be used on the separate child layers?

well one the great use of layers is blending,toning down details layers....and details are much better achieved using Liveclay/Removestrecthing than using plain surface mode...

 

I think it would have to be done using weight projection like proxymode (which is still puzzling me how incredible it is),but storing all those internal states would maybe makes the .3b files grow a lot.... I did not stress test proxy mode along liveclay but I would not go as far as Beat to say is is unreliable with Liveclay,I've used it quite a few time on the gigantic project I'm working on right now and nothing disastrous happened...

Today we achieved good boost to LC brushes - now it is very fast and gives no tearing, produces very nice quality. I will share build soon.

Awesome news!! :)

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Today we achieved good boost to LC brushes - now it is very fast and gives no tearing, produces very nice quality. I will share build soon.

Best news since you and Artman collaboration :)

Can't wait.

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Sculpt layers will be there some day.

It is far not so easy, but possible. For example paint layers work well even on non-constant topology.

Today we achieved good boost to LC brushes - now it is very fast and gives no tearing, produces very nice quality. I will share build soon.

Combine it with Morph targets if possible - if projected development time looks reasonable. After we rough out the major form, we can set a morph target = Major_Form_Copied_To_Memory, then add a new layer, begin to detail there and when finished, activate the morph-target brush and begin to morph parts back to the original state.

Then manipulate the layer slider which ought to be -1......0.....1  the manipulator button at 1 by default. So we can intensify what we sculpted, also by duplicating the layer with the duplicate layer button this makes an ADD INTENSITY operation to the first layer and we can set this layer back from 1 to 0.7 or 0.2 for example.   Or in the -1....0 range   layer slider positions being ADDITIVE just as in zbrush:

(layer_1_-30%)  & (layer_2_-40%)   =  -70% deflate on sculpted area. (negative inflate)  Whole sculpted area sinks inward. versa:

If we set both layers to be in a positive range:

(layer_1_+40%)  & (layer_2_+70%)   =  110% inflate on sculpted area.

This is good for very fine detail when our detail is already at 100%, duplicating it to a second layer we can slightly intensify = precision detail.

In this way sculpting chain-mails, clothes, skin or scales with alphas  will be finely adjustable, just like in zbrush.

Of course Andrew will possibly have a better idea and might improve 3D-Coats layer functions so it can become superior and a market leader by first introducing Advanced Sculpt Layer Operations.

Edited by mercy
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For the 3d-coats layer :

      The first step could be a layer system like Mudbox/zbrush, liveclay will be like Zbrush HD geometry (2-3 versions ago) with no layer possibility.

      The second step, extend the layer systems for liveclay.

 

Maybe a Ptex-like technology for non-constant topology(liveclay) for the 3dcoat modeling layer system. But I think, the big problem will be to remove vertices except if the layer keep track the points of the initial geometry(polygon) on the creating layer. If a vertice of the initial geometry is removed, he is only removed for the display and the mesh construction. But the vertice is always use to know in which initial polygon the new vertices are created/removed by liveclay.

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Opacity slider in Retopo Room doesn't seem to work in 4.0.11. Can someone confirm this?

 

Hm... It doesn't work in 10A either.

 

Same with 10. It must be something on my end.

Any ideas why I can't change retopo mesh opacity any more? I didn't change video drivers or anything like that.

 

Okay, it works in 4.0.09, so something must have gone wrong between versions.

Edited by ajz3d

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- Scripting got major update. Look documentation. Generally it allows to do non-destructive modeling with primitives. It is good to create parametric hardsurface stuff. Scripts may be inserted in any top menu section. Paint layers management via script introduced. Extended control over voxel scene allowed.

Nice !!

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Today we achieved good boost to LC brushes - now it is very fast and gives no tearing, produces very nice quality. I will share build soon.

Wou! This sounds really good news. Excited to test it out.

Edited by haikalle

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Opacity slider does not seem to work properly here too......but if you add another poly it updates itself. So, not the end of the world. Sure its a minor glitch that can be fixed easily.

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Opacity slider does not seem to work properly here too......but if you add another poly it updates itself. So, not the end of the world. Sure its a minor glitch that can be fixed easily.

Yeah, the sliders in the layer and blending panel (well...most any slider that adjusts the look of the texture maps), in the Paint Room, are practically useless (when working with Texture maps) and have been for a long time. They are more interactive and fluid when working with Vertex painting, but on UV/texture maps, you pretty much have to resort to entering the values numerically and keep trying until you get the look you want. The sliders are slower than frozen molasses....literally that bad. Wish it would get fixed.

 

Glad to hear about the LiveClay improvements, though.

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- Scripting got major update. Look documentation. Generally it allows to do non-destructive modeling with primitives. It is good to create parametric hardsurface stuff. (...)

Nice !!
I'm very curious about this too. Sounds promising.

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Two questions Andrew (Voxel Room):
1. Would it be possible to implement a Freeze pattern similar to Pose tool's "rainbow" selection? (see: the first image)

2. Would it be possible to boost performance of freeze smoothing? It's ludicrously slow when compared to smoothing of pose selection, especially on high poly surfaces. (Plus, it looks to be broken - see image no. 2).

post-12523-0-64870100-1386450684_thumb.j

post-12523-0-67178600-1386450834_thumb.j

Edited by ajz3d

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It's designated in the shader, I don't really understand why btw, it would make more sense to have the option in the preferences. Btw that gradient is evil, a more precise mono chrome gradient would do the job just fine. Currently this gradient is better than the black one because the black one is very inaccurate (you can't make clean definition and affect what's IN the gradient, it's a bit of inside/outside....

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It's designated in the shader, I don't really understand why btw, it would make more sense to have the option in the preferences. Btw that gradient is evil, a more precise mono chrome gradient would do the job just fine. Currently this gradient is better than the black one because the black one is very inaccurate (you can't make clean definition and affect what's IN the gradient, it's a bit of inside/outside....

+1

There should be a preference setting for selection/masking color. That rainbow color is much too harsh and jarring. It really becomes a hinderance when you need to make fine adjustments to your mesh. It's like trying to draw with pencil on paper while a bright red light is flashing in your face.

 

Btw, another request would be for a consistent universal transform gizmo for all transform and pose operations.

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Andrew, your latest post is very intriguing: is the new build possibly coming this week-end or during the next week ? Tnx.

Raul makes little cleanup, build expected at the beginning of the week.

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Definitely more responsive, and I've the feeling you can get rid of "speed bumps" (surface irregularities dues to stroke speed) quite easily now. I've to test it more indepth, to see about the rest but it feels better.

Tnx a lot.

 

Correction: it IS much better, surface is much cleaner. 

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Awesome :) ,downloading.

 

I have a special brush preset that usually produce tearing in approx 4 seconds on the maleangularbust .file.

That will be a very good test.

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I like the way it handle surface sampling too. I don't know if it's intentional but it looks like it's more accurate (detecting angle changes better), maybe it's the result of having faster response time: the calculation for those parameters is more regular, I don't know.

In any case it's nice for hardsurface "organic" sculpting. You can finaly get nice clean angles.

 

Oh and new benefit: some preset of Artman are now usable in "quick slash" mode :) Nice.

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OK,I was still able to get 2 holes using attached preset but incidence instead of being 100% was lets say 1%....

It took me quite a while to get it.Which is a enormous improvement....

Just so to be clear,this brush is a hole maker.Thats probably the only problematic brush in all my toolset so I dont even share it.

But its very good custom inflate brush,much smoother ,nicer result than InflateClay so I still use it.

I attached it so you can try to get holes.Inflate.3dcpack

Best candidate is Maleangularbust (around eye,frown areas)

 

 

Also at one point I did 6-7 consecutive undos and 3DCoat totally froze and I had to kill it.

After crash I reopened 3DCoat and tried that brush for 5 minutes with no tearing incident,no crashes either.

(usually 3-4 seconds is enough to get tearing)

So fantastic work guys!! :)

 

For first time LC,It feels really safe ...its a great feeling of sculpting without fear.

I will sculpt all day and report on stability.

 

 

some presets required adjustments so I updated all presets to be more atuned to new build once you fixed

the highlight issue( http://3d-coat.com:8081/mantis/view.php?id=1338) I will send them to you to be included in build.

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