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Andrew Shpagin

V4.1 BETA (experimental 4.1.17D)

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Apply overrides enter means that when in surface mode and using a tool that need validation (smoother/angulator..) pressing enter doesn't "remesh" the object but validate the current tool.

It's VERY useful cause you can work much more quickly that way. For instance using smoother by applying patches works wonders to make a mesh super-clean.

This is 3dcoat equivalent of polish in Zbrush except you control the bounds while polish is a general tool (unless you mask areas).

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Using enter key as switch between surface and voxel mode seems like bad idea. It should be changed imo

 

I personally find this function is sort of useful, it can be used as a handy way to redistribute polygons evenly, even better result than "Remove Stretching" checkbox alone.

It can be considered as the Dynamesh's equivalent for 3DC's surface mode.

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I miss the old quick retopology function in 4.1 that gave in every case turbo quick perfect quad results that were ok for most non animated objects. Is it now hidden somewhere or do I have to set a switch to see it again?

Edited by Crush

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I miss the old quick retopology function in 4.1 that gave in every case turbo quick perfect quad results that were ok for most non animated objects. Is it now hidden somewhere or do I have to set a switch to see it again?

 

 

It's still there, with the same name. RMB on the item you want to autopo in the voxtree, in the Sculpt room.

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hmm, increase or decrease Object density from the voxtree layer RMB panel , change the scale of the mesh not the poly density oO ( 4.1-15b)

 

 

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For those who visit this thread frequently :) There is interesting secret stuff (that is generally may be changed or removed form main version). But if interested, you may look and test. This is developed for printing and possibly industrial version of 3D-Coat. Anyway it may be really interesting and helpful.

So:

create empty files in installation folder:

mpc.txt

printing.txt

if you will place some number in printing.txt it will be used as initial scale for all scenes.

What changes

- bunch of complex primitives

- Constructor tool in voxel mode (lego/minecraft - like tool that may be easily mastered even by children)

- export for printing (removes extra width and bottom melting)

- build volume visualization

This is essentially beta stuff, subject to change or remove, only for enthusiasts!

This was mostly developed by other programmers in our team.

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Tried, wanted to test constructor (I like the idea): crashed at first click. Retried: same. For enthusiasts indeed.

 

Thanks for sharing anyway :)

 

same here

*great idea

CPU meter usage jump to stratosphere

3DC freeze

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hmm, increase or decrease Object density from the voxtree layer RMB panel , change the scale of the mesh not the poly density oO ( 4.1-15b)

this is not new. this is the way it works (like photoshop)(,,,I know its confusing )

its actually increasing the density of the "document" so any NEW voxel stuff you paint/merge in it is gonna be

of much higher/lower polycount. Those 2 functions are only relevant to voxel volumes not surface mode anyway...

 Imo those 2 functions should be removed,nobody really uses them...

 

The things you are looking for are in voxel menu not voxtree rmb menu.

-To change polycount to custom values use  Resample,

-To  Increase res use REs+

-to downgrade use proxy mode

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Seems constructor works in 32 bit version only. Fixed, but till next build need to install 32 bit version and do there same manipulations.

And set Brick sizes to 50 or 25

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industrial beta build

new primitives slit, head... properties

thread, close, pitch, etc

 

\o/

 

/edit

 

constructor with #25 is working -64b- BUT BOX nope

 

to use Box model hang 3DC... when app come back... al geometry destroyed

 

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

8th Challenge - Flying boat sculpting and texturing - Open Voting !

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Hi Andrew

Thanks again for your genius.

Hope you're fine.

What about this secret stuff?

is it available in the Mac version?

Mac/Linux version wil be approximately in 3-4 days.

It will be available there.

But it may be present partially in current version as well (but not sure).

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(...)

Andrew, apart from the issue with aliased texture edges in NM/Disp bakes I posted above, I'd like to point out another one in the Retopo Room that I find very annoying (to say at least)... <_<

Consider the following scenario.

There are three objects in VoxTree: object_A, object_B, object_C.

Object_A has three children: object_A1, object_A2 and object_A3.

Object_B has four children: object_B1... object_B4.

Object_C has no children.

User creates retopo groups for object_A, B and C. Three in total.

He defines UVs for all three objects. Let's say objects A and C use the same UV set.

Because objects A and B have children, user sets bake snapping to "outer surface". He checks in and out depths for object_A and adjusts them accordingly. He also sets one or two influence spheres to fix local problems with depth. However, he then notices that in/out depth values are not suitable for objects B and C. Also, he doesn't really want to use snapping to outer surface on object_C, but  snap to closest along normal (due to object lacking any children).

So, what he can do now with object_B and C? Insert a couple dozens of influence spheres to fix all depth problems with those two objects? Probably. But this is not only very tedious, but also introduces a lot of mess in the viewport and things start to get out of hand with more than 20 spheres.

This is why I think each retopo group should have its own, individual in/out depth and bake snapping settings.

---

Also, a few words about influence spheres.

Could you please add an option to toggle their visilibity on/off when previewing baking cage in "Bake scan settings" window? I currently have a scene with over 40 of them and its almost impossible to see the in/out depth preview through this crowd.

And by the way. Have you considered adding an option to load an editable cage that could be used as an alternative to influence spheres?

Reply:

 

In next build there will be visibility icon.

In near future I will do depth to be brush based (actually volumetric)

Any news about the underlined feature?

Or cages perhaps...!?

Are there any plans of making bake settings unique for every retopo layer (plus a switch to make it global)? And what I mean by 'bake settings' is: in/out depths, snapping method, influence spheres. This would help A LOT with name correspondence baking of multiple retopo groups.

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Updated to 4.1.16

- Constructor tool enabled. It was developed previously but was not open to everyone. This is lego/minecraft style of cell modeling - mainly aimed to children. Together with symmery, pose and wrapping it may help in "serious" modeling as well.

- RMB controls radius in more predictable way in 2d texture editor

- Swap YZ option in preferences (to work with editors that has Z - axis - up) globally exchanges Y and Z everywhere (in dialogs, naming etc)

- Tapering tweaked - pressure at the end of curve will be used even after the end of tapering length. In this way tapering may be use to start strokes smoothly regardless on initial "pen strike".

- Rapid brush tweaked to work closer to previous version but bake advantage from newer approach. This is done to preserve compatibility with presets.

Paint room curves fixed:

- rmb controls radius correctly in both - 3d and 2d modex

- fixed problem of incorrect normal in some cases of windows configuration (blocking problem)

- rmb click toggles hardness

Mac&linux versions will be done as well for 4.1.16 in several days.

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Thank you very much for an option to switch Y and Z. A dream comes true. :)

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Wow constructor is quite unexpected an may be key to make some hard surface stuff without breaking much sweat.

Nice job here, with a few more type of pieces this could become a new workflow.

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Constructor Tool is neat, hope to see some new features for it in the future.

 

Some ideas:

1. How about some quick preset sizes...(5,10,15,20,25,30) or maybe just a x2 or /2  (double or half) current brush size.

2. A Sphere type block

3. Remove blocks with any object type selected (currently you have to have the square block selected and hold CTRL to clear)

 

Bugs:

Corner or Edge objects leave an "over hang" (also some objects like cylinder)

*This causes things to not align, and when you remove a block the "over hang" is left (see cylinder)

 

5414a3608e3c7.png

 

 

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Yep definitely a fun tool and with a few more pieces and adjustable settings (curve driven bevel for instance) and substracting pieces (not just cube but the selected piece) it could be totally rad.

 

Constructor.png

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can you throw  the .16 update up on the google drive mirror plz?

 

Cheers!

Oh, seems it has not synchronized due to I changed gmail password.

Now it should be there.

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