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Andrew Shpagin

V4.1 BETA (experimental 4.1.17D)

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You can only import one OBJ FILE at a time, but if you gather all the objects you want to export from your host app, into one scene, you can select them all and when exporting all those objects are part of the file. It doesn't have to be one object per file.

 

Yea that's what I ended up doing, but it's a pretty terrible workflow :/

Right now for every update I had to do all these steps:

-Export the retopod pieces

-import the new reference pieces into max (from zbrush), and re-export as one obj

-import the new reference (group of) mesh(s), which resets the scene

-re-import the retopod pieces.

 

It really shouldn't require that much effort just to update one part of a reference mesh.

 

As a side note, why does the relax brush (shift) feature work in screen space? Is there any way to get it to relax based on the actual surrounding geometry instead of just whats facing the camera?

And I was fairly certain 3DC had an extend surface feature (for taking a border end extruding it), but I didn't see it while working this time?

Edited by PolyHertz
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Try it using tiled alpha maps like tiled fabric,metal rings ect... You will see that without uvs it does not look nice at all. :)

Cubemapping is much better in 3DCoat than in noisemaker anyway...

 

Also "the frozen areas would be your uvs" I dont see how that would give the surface any sorts of coordinates as fas as distribution of tiles...its just a selection you are talking about. Distributing fractal or procedural  noise over surface without uvs is easy,Fill tool does it already...but when distributing tiled images over a surface that has many curve/plane changes is very difficult to get nice distribution without uvs.

 

The specific picture Carlosan showed is using Uvs and would look awful without uvs in noisemaker.

attachicon.gifNOISEMARKER.jpg

 

You could distribute tiles with a slider.  As far as how it goes around curved surfaces, you could just use the new 3D lasso.  Whether or not ZBrush's Noisemaker looks good on a surface or not does not negate the fact that you're not required to have UVs for it to work.

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Yea that's what I ended up doing, but it's a pretty terrible workflow :/

Right now for every update I had to do all these steps:

-Export the retopod pieces

-import the new reference pieces into max (from zbrush), and re-export as one obj

-import the new reference (group of) mesh(s), which resets the scene

-re-import the retopod pieces.

 

It really shouldn't require that much effort just to update one part of a reference mesh.

 

As a side note, why does the relax brush (shift) feature work in screen space? Is there any way to get it to relax based on the actual surrounding geometry instead of just whats facing the camera?

And I was fairly certain 3DC had an extend surface feature (for taking a border end extruding it), but I didn't see it while working this time?

Without being able to see what exactly it is you are trying to do (screen recording...many free options, like JING, VLC Player, etc), it's like trying to help someone in a college lab....blindfolded. Whatever you have in the Retopo room, you have different export options in the Retopo Menu (top of the list).

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Note that in 3DCoat merging with the "on pen" option is available, which falls in the same category of tools as Insert Multi Meshes.

 

To me it appears a very odd and needlessly convoluted workflow to bake an image out of a 3D object (lossy in tendency) in order to transform portions

of a mesh to the shape of the original geometry – that is, when one can simply take the real (still editable) piece of geometry to perform that task as well :) .

 

I believe that this ear-sample created by the Mudbox-makers primarily was a proof of concept - intended to impress people. In this area that clip clearly was effective,

but I can not imagine anyone using that technique regularly – at least inside an application which allows merging in real geometry as well!

This is not intended as a talk against Vector Displacement – but I rather see its merits in use as texture-maps, derived from finished models.

I should have worded my original post a little better. The way I was looking at it was replacing greyscale bump maps with vector displacement ones instead. There is really no reason for it not to be just as universal by now. The dinosaur video AbnRanger posted was a good example. The ear video, which I've seen, is a different scenario to my mind and in that case I can agree with you (I merge often). I guess my thinking is that if you go to the trouble of building in the ability to generate them for use in rendering, how big of a step does it take to also use them as a brush like we see in the dinosaur video? Or are boolean operations better in terms of easier coding and more efficient use of a PC's resources? I'm not a programmer, so maybe someone who is can comment on this.

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Without being able to see what exactly it is you are trying to do (screen recording...many free options, like JING, VLC Player, etc), it's like trying to help someone in a college lab....blindfolded. Whatever you have in the Retopo room, you have different export options in the Retopo Menu (top of the list).

 

I uh...what? The two questions I asked in that post are rather straight forward I think (the last two sentences at the bottom), and what I said about reference meshes is just a statement/opinion that it should be improved so that sub-objects can be added/removed at will.

For export options, the only thing I said was I have to export whatever retopology data I have before updating the reference mesh because right now that resets the scene losing said data otherwise, and thus needs to be re-imported after the new reference is set up. Wasn't really presented as a question.

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I uh...what? The two questions I asked in that post are rather straight forward I think (the last two sentences at the bottom), and what I said about reference meshes is just a statement/opinion that it should be improved so that sub-objects can be added/removed at will.

For export options, the only thing I said was I have to export whatever retopology data I have before updating the reference mesh because right now that resets the scene losing said data otherwise, and thus needs to be re-imported after the new reference is set up. Wasn't really presented as a question.

Describing what you are trying to do might seem straight forward to you, because it's your scene/model...but it could be a convoluted mess for others, trying to figure it out. Trying to help people "blindfolded" gets really frustrating after a while.You asked a simple question earlier. I gave a simple answer. Then you come back and say "that way sucks because of this, this, this, this, this, this, this and this."

 

BTW, merging all that stuff into the Voxel room could have saved you some time, but you must have your reasons for not doing so. Maybe someone else is willing to help.

Edited by AbnRanger

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I don't expect there is a better way then the answer you provided. What I stated about the current process being more lengthy then it need be was of a conversational piece or something for andrew to take note of for whenever he gets time to work on the Retopo room again (I'll probably add some things to Mantis later).

 

Thank you for your answer from before, I wasn't saying you were wrong, just that it would be nice if there ends up being a better way implemented at some point.

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I don't expect there is a better way then the answer you provided. What I stated about the current process being more lengthy then it need be was of a conversational piece or something for andrew to take note of for whenever he gets time to work on the Retopo room again (I'll probably add some things to Mantis later).

 

Thank you for your answer from before, I wasn't saying you were wrong, just that it would be nice if there ends up being a better way implemented at some point.

Personally, I would never import using the Reference object option. Merge to the Voxel Room in Surface mode and the object comes in just like it was in was in the host application. Reference objects are pretty much legacy stuff, IMHO. Merging to Surface mode makes a lot more sense.

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Updated to 4.0.14B

- Specularity blending modes introduced

- pose falloff applicable for lasso/rect selection inPose as well.

- different proxy mode problems solved

- camera shortcuts problems solved

- several mantis problems solved

Mac/Linux builds coming soon.

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Updated to 4.0.14B

- Specularity blending modes introduced

- pose falloff applicable for lasso/rect selection inPose as well.

- different proxy mode problems solved

- camera shortcuts problems solved

- several mantis problems solved

 

Thank you Andrew, I'll be testing this out as soon as the download finishes, especially can't wait to play with the specularity blend modes! I've been hoping for that for quite a while and am very excited to see it implemented  :D

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wow

testing, ty !

 

specular channel is perfecttttttttttttttttttttttttttttttttttttttttttttt :rofl:

 

-----------------------------

Pose tool

 

when switch from use free from to normal mode... the object jump to initial pose and then pose to the new position... to do undo, and redo the pose solve the jump

 

is a jump in history to initial state

 

* everything without left pose tool to another tool

-------------------------------------------------------------

//edit

 

this is cooooooooooool

 

post-10142-0-76698300-1391529610_thumb.j

 

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As Carlosan said, the specular layer is working wonderfully! Couldn't have asked for it to be better  :good:

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In 14B Downgrade/Restore Visible volumes to proxy mode seems really safe and reliable. :)

I used move tool with "through all volumes" on Decimated8X entire chracter a lot today,felt very safe ...I will test more.

Its great to get to aspect of sculpting workflow very solid.It can really help to do really  ambitious work in 3DCoat.

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decimate or reduce ?

 

its really needed the 2 ways ?

--------------

User refinement tweak question: This request helps actually ?

 

0000911: Moving Proxy Visualization to the bottom of the Vox Tree

http://3d-coat.com/mantis/view.php?id=911

 

I think yes, but can be wrong... any other opinion is welcome :D

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decimate or reduce ?

 

its really needed the 2 ways ?

--------------

Of course both are needed. Reduce is faster but Decimate preserve thin surfaces (clothes ect...)

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Updated to 4.0.14B

- Specularity blending modes introduced

Excuse me Andrew, but I think you forgot about the most important and the most basic specularity blending mode - standard blend:

Result = SpecularityOfTheLayer.

Edited by ajz3d

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Здравствуйте, могу я сделать пару предложений для улучшения рабочего процесса? 

1. Это резолюция LC кистей. В 3d coat очень удобно что на правую кнопку мыши быстро и эффективно можно менять масштаб и силу кисти, в работе с LC этого не хватает, если сделать чтобы при нажатии ctrl+shift+правая кнопка мыши и вести лево право менялась резолюция кисти , думаю это было бы удобно.

2. Это кисть сглаживания , проблема в том что если выбрана альфа с маленьким радиусом как в кисти Sharp то при сглаживании кисть Smooth берет ту же альфу и сгладить такой кисть что то очень трудно, я хочу предложить сделать рядом с галочкой Auto pic (Авто выбор слоя) сделать галку " Save smooth brush" то есть сохранение настроек кисти сглаживания.

3. Сама кнопка Auto pic (Авто выбор слоя) , в положение активно очень часто бывает случай что случайно задев слой придать ему не нужную деформацию, может стоит сделать чтобы при выборе слоя было необходимо отпустить кнопку мыши и только после этого его можно было деформировать, то есть кликнул на него отпустил и снова кликнул.

4. Действие назад (ctrl+z) довольно долго думать , это создает небольшой дискомфорт.

5 . Скрытие мешей, довольно не удобно клацать на каждый глазик чтобы скрыть или показать каждый меш, можно делать группы конечно но это не всегда практично , в Photoshop или Blender достаточно нажать на один скажем глаз и просто провести мышь вниз или в верх не отпуская кнопки мыши чтобы скрыть все слои которые попадут под курсор.

Спасибо.

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Excuse me Andrew, but I think you forgot about the most important and the most basic specularity blending mode - standard blend:

Result = SpecularityOfTheLayer.

Ok, I will add it as "Overwrite"

edit: making "overwrite" is problematic because if layer is not present in this area and has "overwrite" blending it may not influence in this area and can't overwrite specularity to zero. Sort of ladder artifacts will appear.

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Is somewhere a small instruction about the new specular modes? I don't know what the modes "maximize" and "suppress" are good for. Do someone have an example?

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Ok, I will add it as "Overwrite"

edit: making "overwrite" is problematic because if layer is not present in this area and has "overwrite" blending it may not influence in this area and can't overwrite specularity to zero. Sort of ladder artifacts will appear.

I'm not sure what are you trying to say Andrew. Could you explain it a little bit more and show these artefacts you mention? Why painting colours in Standard Blend mode doesn't produce them?

Edited by ajz3d

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I'm not sure what are you trying to say Andrew. Could you explain it a little bit more and show these artefacts you mention? Why painting colours in Standard Blend mode doesn't produce them?

There is easy rule for potential blend mode:

- if layer specularity is Zero it should not affect underlying layers.

Othervice there will be ladder between edge of pixels where layer value is Zero and where layer is absent.

Overwrite does not satisfy this condition.

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Updated to 4.0.14C

- Surface Clay modified a bit to increase predictability (now it does not lift surface)

- Buildup tool changed to correspond to it's description and to be good start point for building surface.

- Pose tool corrected to avoid problems of switching between FFD and regular mode.

- two new specular blending modes - Overwrite and Alpha-blend. Overwrite acts only if specularity is above zero.

- UI stability improved, solved several problems that may lead to crash.

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Hi

 

Pose Tool in Voxel Mode:

 

- cant see smooth fall off colors anymore (solved)

/edit:

Resetting the default shader solve the problem

 

- Selecting with "select by pen", move the gizmo center point over the selection and perform a pose

Now if you subtract or add any zone -using ctrl+drag- the gizmo center point jump to any position... it not keep the old position or jump over the new center mass

 

- If after add/subtract a zone you use rotate -like example- the gizmo change the center randomly, but the gizmo icon doesnt show the new center.

The gizmo graphical representation keeps in place... but the software internally had changed the gizmo center point

it moves alone deforming the selection.

Undo and pose again solve the issue.

 

 

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