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Some issues with overlapping geometry on the center seam involving symmetry. But still really cool to see.

Additive and subtractive stuff is pretty cool. It'll be great to see what else you do with this.

Still some functionality and spelling errors in right click voxel tree. Increase Desnity, Decrease Decsity. Their functionalities should be switched. Decsity should be spelled density.

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Just testing the latest version. 3D Coat crashes when using 'Quadrangulate and Paint'

The quadrangulation stage works fine (and looks very nice!!). But when at "merging patch" I hit 'Ok' with the default settings and 3D Coat crashes.

I'm using Vista (64 Bit).

I tried all versions (32 bit, 64 bit, DX, OpenGL) and all crash when merging patch.

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Not bad not bad. I don't seem to be able to get anything but the default color and default material specular to paint though, or maybe I did something wrong. It crashed once, I clicked retry and it went on through :lol:

Also I was hoping that we'd get one of those extentions so we can use the export =)

As I'm currently working on a project and I was hoping to be able to use 3d-coat on this project while I learn the program.

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Any chance we can add points to stir the quadrilaterilization, as per these papers?

http://graphics.cs.uiuc.edu/~shendong/ssq.pdf

This one talks about picking points to steer the edge flow.

http://graphics.cs.uiuc.edu/~shendong/cagd.pdf

More here:

http://graphics.cs.uiuc.edu/~shendong/papers.html

Also it would be cool if there was a way to quad the voxel sculpt, and then project the voxel mesh details onto it in a few simple steps.

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Also it would be cool if there was a way to quad the voxel sculpt, and then project the voxel mesh details onto it in a few simple steps.

Doesn't Alpha48 already do that? Right click, select "Quadrangulate and paint" from the vox tree menu. It creates a low poly model and projects the voxel details to it. You can also use the Retopology tools on the voxel object, if you want to do it manually. The voxel details will also be projected to the retopo. (I got an instability and some artifacts when I just tried it, though... still work in progress)

It would be cool to be able to draw some guides on the vox model to steer the edge flow like you said, though. The Retopo tool already has the nifty "draw strokes" mode. It could be used as a starting point; you could draw a few guide circles and lines over the vox model in the places where you want to steer the flow and place edge loops, but the rest would be handled automatically. I'm sure something like this will come up eventually. This program grows at an awesome speed. :)

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this is insanely cool Andrew! Couple things:

1. quadrangulation should have option to use symmetry and work on a selection

2. what does the progress mean? e.g. "non covered 12 out of 406780?"

3. I agree with previous posters that we need ability to "drive" quadrangulation somehow

4. also like you said it needs some way to capture cylindrical shapes

5. there is no way to control size or density of quads created other than normals smoothing which even at 1 creates large polygons

5. occasionally it creates invalid n-gons

misc things:

1. trial period expired

2. brush curve still does not update

post-1079-1231303723_thumb.jpg

post-1079-1231303730_thumb.jpg

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1. quadrangulation should have option to use symmetry and work on a selection

Agree 100%, I will support symmetry and plan even to auto - capture it.

2. what does the progress mean? e.g. "non covered 12 out of 406780?"

3DC tries to cover surface with planar patched, but some source polygones remain uncovered. Process is continued until all polygones will be covered.

So 12 are not covered polygones, 406708 - covered.

3. I agree with previous poster Crusoe that we need ability to "drive" quadrangulation somehow4. also like you said it needs some way to capture cylindrical shapes

Yes, I am working on this.

5. occasionally it creates invalid n-gons

Please show screen.

misc things:

1. trial period expired

I will update in half of hour and prolong trial.

2. brush curve still does not update

I will fix it, but main aim of this update was quads.

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Just testing the latest version. 3D Coat crashes when using 'Quadrangulate and Paint'

The quadrangulation stage works fine (and looks very nice!!). But when at "merging patch" I hit 'Ok' with the default settings and 3D Coat crashes.

I'm using Vista (64 Bit).

I tried all versions (32 bit, 64 bit, DX, OpenGL) and all crash when merging patch.

Please send me bugreport from 32-bit version. It could be good to get a model that causes crash.

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Any chance we can add points to stir the quadrilaterilization, as per these papers?

http://graphics.cs.uiuc.edu/~shendong/ssq.pdf

This one talks about picking points to steer the edge flow.

http://graphics.cs.uiuc.edu/~shendong/cagd.pdf

More here:

http://graphics.cs.uiuc.edu/~shendong/papers.html

Also it would be cool if there was a way to quad the voxel sculpt, and then project the voxel mesh details onto it in a few simple steps.

I have read that works and maybe I will take something from there but there is technical problem - ARPACK (library to find eigenvalues of sparse matrices) is ritten on FORFTRAN, an it is difficult to find good library for eigenvalues... ARPACK++ if wwritten on C++ but anyway it is FORTRAN dependent...

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Not bad not bad. I don't seem to be able to get anything but the default color and default material specular to paint though, or maybe I did something wrong. It crashed once, I clicked retry and it went on through :lol:

Select layer1 after merging f I understood you)

Also I was hoping that we'd get one of those extentions so we can use the export =)

Please explain, not understood...

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I have read that works and maybe I will take something from there but there is technical problem - ARPACK (library to find eigenvalues of sparse matrices) is ritten on FORFTRAN, an it is difficult to find good library for eigenvalues... ARPACK++ if wwritten on C++ but anyway it is FORTRAN dependent...

Clapack is in C.

http://www.netlib.org/clapack/faq.html

Lapack++ is in pure C++ as far as I can tell.

http://math.nist.gov/lapack++/

Also, Lapack++ is superseded by TNT

http://math.nist.gov/tnt/

http://math.nist.gov/tnt/overview.html

TNT has Jama, the eigenvalue solver:

http://math.nist.gov/tnt/jama_doxygen/clas...Eigenvalue.html

Just some more ideas.

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Clapack is in C.

http://www.netlib.org/clapack/faq.html

Lapack++ is in pure C++ as far as I can tell.

http://math.nist.gov/lapack++/

Also, Lapack++ is superseded by TNT

http://math.nist.gov/tnt/

http://math.nist.gov/tnt/overview.html

TNT has Jama, the eigenvalue solver:

http://math.nist.gov/tnt/jama_doxygen/clas...Eigenvalue.html

Just some more ideas.

Wow! Thanks! Are you working in that area (computational geometry)?

I have almost compiled ARPACK++ but really LAPACK was missed.

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Select layer1 after merging f I understood you)

Please explain, not understood...

derrrr... that's right I'm newbie to 3dcoat, so far I've only played with the voxel sculpting

By extension I mean that the trial period is over for the alpha downloads and I cant' export anymore :lol:

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argggh!! :o

A few people are asking for a way to steer the edge flow with quadrangulation.

Isn't that what the retopology tools are for?

The quadrangulation option is supposed to be a way of automating the whole process.

My suggestion would be to make the retopology tools a little easier to use for the folks that are concerned about edge flow, and not add unnecessary steps to the quadrangulation process.

Ideally the quadrangulation process should be made even less visible. It should be a matter of selecting "Paint" and the whole quadrangulation process should be invisible to the end user.

Perhaps eventually 3D Coat could be given a Beginner and Advanced interface. Right now I worry that it risks becoming a little intimidating for mere mortals.

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Quadrangulation will never be perfect and that's why it needs atleast some manual interactivity. I believe there are alot of creative ways to be dicovered on the topic "how to easily steer the quadrangulation" which will result in something much more faster than pure manual retopologization - but even then you will probably have to manually clean the geometry a bit. There are alot of times when you need the topology (flows, shapes) to be as perfect as it gets.

There's simply no way how to teach AI to think flawlessly human - well not now.. maybe one day when we discover what the hell hapens inside the brain.

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First,the fact that there is no sphere added after each load

is a great relief! :D

Also the symmetry plane is now displayed properly

regardless of if inc render is on or off. :)

I'll test quadrangualtion further today for now it seems ok on some models,

bad on others (holes along symetry line,ngons)...will post pics later today.

I don't how far people have played with alphah48 beside testing quadrangulation

but I got a 2 major problems.

Actually it is the only Alpha (I started at 42) that I cannot work with at all :( .

1- when I toggle off perpspective and switch to orthogonal view

3dCoat completely freeze for aprox 1minute at ANY change of settings.

examples of changes :inc render on/off,multicore on/off,change camera view,select a brush ect...

it happens only if I toggle perspective off,and only in DX version(Gl is fine)

and I can't use the Gl version because I still got "ghost" selection when I use transform(not transpose)

see the green and pink there,this never goes away,even if I save and load back

2- (most dramatic as it is my main working tool))

Substractive action with E panel does nothing( I'm aware I must hold ctrl while doing it)

It only works on the default sphere.

But it doesn't work if I use it on .3b files from previous alpha.

Also...there is still no substractive action from "curves" implemented

only closed spline(very hard to do a sheild with this),

polylines (impossible to do rounded cuts)

and Handraw (very hard to do rounded cuts because of hand shaking)

it should be easy to do since it is (in my head) a mix of polylines and handrawn curves

and both are already there.

I'll stick to alpha47 for now.... :mellow:

but anyway,It's a great privilege to be testing this

it is really the future of 3d happening

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Quadrangulation will never be perfect and that's why it needs atleast some manual interactivity. I believe there are alot of creative ways to be dicovered on the topic "how to easily steer the quadrangulation" which will result in something much more faster than pure manual retopologization - but even then you will probably have to manually clean the geometry a bit. There are alot of times when you need the topology (flows, shapes) to be as perfect as it gets.

There's simply no way how to teach AI to think flawlessly human - well not now.. maybe one day when we discover what the hell hapens inside the brain.

While being human does give us an advantage in recognizing shapes, I don't see edge or flow detection as an AI problem on the level of image recognition. But still, it's clearly not going to be easy. I personally don't believe I could come up with a solution within the space of a few months. and I don't expect Andrew too either.

I was just trying to keep things sane and reminding people that retopology tools are for the edge flow fans and quadrangulation is for the lazy monkeys. :)

But perhaps the quadrangulation process with some added features could eventually replace the retopology tools.

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