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Andrew Shpagin

V4.1 BETA (experimental 4.1.17D)

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did remove stretching ALWAYS add resolution before? or was it only when the mesh was stretched beyond a certain parameter? It seemed like the old one didn't always add geometry, only when it was necessary, and this new one adds the same amount of resolution even if you just graze the mesh. For me, it's way too much density being added, but that's just me, I'd prefer for very little added with each stroke, so I guess a slider would be the best solution for everybody.

 

Is powerful smoothing creating a square alpha for anyone else? I used it and it always generates a square that goes beyond the radius of my brush, just curious what's going on there.

Edited by b33nine

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I always thought RS subdivided geometry only when some of the tris were stretched beyond a certain threshold? So we wouldn't get long triangles that produce artefacts. Wasn't this what RS was all about?

Maybe I misunderstood your posts, but do you guys want to change it into LiveClay now with this introduction of subdivision sliders?

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I always thought RS subdivided geometry only when some of the tris were stretched beyond a certain threshold? So we wouldn't get long triangles that produce artefacts. Wasn't this what RS was all about?

Maybe I misunderstood your posts, but do you guys want to change it into LiveClay now with this introduction of subdivision sliders?

Dynamic tessellation according to brush radius was added some time ago to RS brushes. Remove stretching and dynamic tessellation both happen when using a RS brush. The amount of subdivision level was increased in the last update. This now is the subject of debate as some like it but so far it appears most do not. One reason myself and others are asking for a RS detail slider if possible... Edited by digman

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I agree with adding a detail slider to RS, but wouldn't this turn Surface brushes into semi-LC brushes (without the smoothing slider)? I think adding a smoothing option to RS would help also. If you use the Move tool with RS and stretch the mesh in an extreme way, the mesh structure looks like it was made with an LC brush with smoothing at 0. So, by including detail and smoothing settings to Surface tools, we are back to the LC brushes. Lots of redundancy here.

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Hi :)

 

Wow thanks for the feedback, OK in order to please everyone adding a detail slider for RS is fairly easy. I think is good that we have cornered major issues in LC, especially nasty holes that could destroy your topology, island bumps solved too, so things like weird poles or few normal wrong can be easily polished by now and we will solve them too!

Naturally, more areas of 3DCoat will get love soon, is just that (as community has complain in the past about the frenetic peace of new features and little polishing) is time to make LC really shine now, and don't forget, dynamic tessellation is a major revolution on digital sculpting paradigms (just as voxels several years ago) so most of its development must be done from ground up and I really have the feeling that our community is playing an important role defining it  :D

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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 ? :huh:

 

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

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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.

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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 :)

post-1195-0-56262500-1387466251_thumb.jp

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Ok,Here is another interesting thing.

 

Here I did smooth all (tangent,9.0)

 

and the mesh explode inward...

post-1195-0-20478400-1387467316_thumb.jp

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.

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Ok,Here is another interesting thing.

 

Here I did smooth all (tangent,9.0)

 

and the mesh explode inward...

attachicon.gifexplode.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.

6ovt.png

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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.

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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.

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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 by SilverCity

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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 by ajz3d

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owbg.jpg

 

 

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 by wilson66

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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 by AbnRanger

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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.

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owbg.jpg

 

 

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.

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from voxels to surface mode

clean_surface

= little holes

 

close_holes tool doesnt work over this little holes

 

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