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V4.1 BETA (experimental 4.1.17D)


Andrew Shpagin
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Jamie brought up a good question about the various view modes in the paint room when vertex painting. We have flat shade,the various other lighting settings and relief mode. These do no work when painting vertex painting or not work the same as when you are PPP or MV painting. At the moment we really have only the default setting.

I had assumed it was not possible because vertex painting is based upon vertices in the surface mode object plus there is no uv set. The routine being completely different as the vertex colors are not baked to a uv set and applied to the model as when we merge our vetex painting for PPP or MV

Andrew, is it even possible to have the normal view settings in the paintroom for vertex painting, No need to make a feature request sometime if it is not possible...

voxel tools - functions changed ? :wacko:

carve = 2dpaint

closehole = cutoff

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

The problem I found is that when you select Paint Distortion, the single image is switched to tiling mode.

You can not switch back to non-tile mode even for paint mode.

You have to close the image and then sometimes your image will not load again in non-tiled mode even in paint mode till you close and reopen 3DCoat.

Painting distortion works but with the above problems.

Edit : Just tested again and it gets stuck in tiling mode till you close and reopen 3DCoat.

Just tested again, still here.

Jamie brought up a good question about the various view modes in the paint room when vertex painting. We have flat shade,the various other lighting settings and relief mode. These do no work when painting vertex painting or not work the same as when you are PPP or MV painting. At the moment we really have only the default setting.

I had assumed it was not possible because vertex painting is based upon vertices in the surface mode object plus there is no uv set. The routine being completely different as the vertex colors are not baked to a uv set and applied to the model as when we merge our vetex painting for PPP or MV

Andrew, is it even possible to have the normal view settings in the paintroom for vertex painting, No need to make a feature request sometime if it is not possible...

View modes for vertex painting will be same as for ppp/mv up to V4 release.

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Mesh Collapse and holes still occuring in the latest beta 6B (64bit CUDA)

See pic.

I've tried on my original file plus new projects from scratch and the same occurs.

My system specs:

Win 7 Pro 64bit

Intel Core i7 3770K, Ivy Bridge, 3.5GHz, Quad Core

16 GB Corsair Vengeance 1600MHz

NVidia GTX 660ti 2GB

post-14960-0-98738400-1353827644_thumb.p

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Sculptor919, can you try to reproduce what you did on directx64 no cuda ?

I'm under the impression cuda makes it even worse with those bugs, for instance activating smooth boost is almost a guarantee to get weird things like that (and gl is known to be buggier than directx)

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I know your pain, Liveclay is really awesome but those things are completely ruining the experience. You can't really use it till this kind of things are totally gone, otherwise you'll always end up with corrupt scene files mid-project or unusable mesh for export (even for salvaging project in another app because those issues are not always visible, sneaky buggers...)...

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Yes the same is occuring in the DX version.

I've attached 2 pics one showing the original file in DX plus a new project in DX both having the hole problems.

Do you have an idea of the how these problems occurred, what brushes or steps before this happened. I know most of my problems seem to appear when I use a combination of LC brushes and surface mode brushes. I do understand it is hard to pin down, they can appear after a long sculpting session.

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