Andrew Shpagin Posted February 9, 2009 Author Report Share Posted February 9, 2009 Quick reference for the current shaders.As the shader tree grows it would be nice to have a preview as shown.Although I think it may be necessary to have a larger separate window similar to the shader picture with all the shaders in view.You decide. Agree, previews could be nice. Link to comment Share on other sites More sharing options...
Advanced Member erklaerbar Posted February 9, 2009 Advanced Member Report Share Posted February 9, 2009 quadrangulation is messed up in alpha 56. It appears to do quadrangulation twice, as you have two meshes afterwards, furthermore it takes twice as long to calculate and shows twice the poly amount. Otherwise the new tools ar great! Link to comment Share on other sites More sharing options...
Advanced Member BluEgo Posted February 9, 2009 Advanced Member Report Share Posted February 9, 2009 And what is core differennce between surface and voxel operations? No difference if they are converted to voxels quickly. For examle "Move" is purely surface operation by it's technology but is placed to voxel operations because it looks like voxel operation. IMO the Move Tool should be under Surface operator, cause the difference between the surface you move, and the result of voxelisation, is evident. What I think 3dioot does not like about surface tool, and me too I dislike this behaviour, is that what you see when you make a stroke with your surface brush, is not equal to the following voxelisation. For me surface tools are acceptable if every millisecond you convert surface strokes to voxel strokes, without rendering the surface stroke of course, but I don't know if this is possible Link to comment Share on other sites More sharing options...
Contributor tree321 Posted February 9, 2009 Contributor Report Share Posted February 9, 2009 Just noticed that the increase brush in version 55 and 56 DX64 and GL doesn't seem to be working.There is very little effect on the sculpt.Version 54 works as expected. I guess I was mistaken, the brush seems to be working fine now.It's only after increasing resolution a couple of times it loses power with larger brushes. Link to comment Share on other sites More sharing options...
Advanced Member psyborgue Posted February 9, 2009 Advanced Member Report Share Posted February 9, 2009 OSX ALPHA 56 uploaded! lol THANK YOU! Link to comment Share on other sites More sharing options...
Advanced Member psyborgue Posted February 9, 2009 Advanced Member Report Share Posted February 9, 2009 UM. Is it just me or are others getting a 404 error trying to download the OSX alpha 56? This link (in the OP) does not seem to work: http://www.3d-coat.com/Serega/3D-Coat-3-00-ALPHA-56.dmg Link to comment Share on other sites More sharing options...
Advanced Member TOXE Posted February 9, 2009 Advanced Member Report Share Posted February 9, 2009 I have tested it, it works well on my side... Is it possible that you have used Gum brush on massive part and then pressed quadrangulate?Try open object and quadrangulate without brushing. Yes, without using GUM it works -TOXE Link to comment Share on other sites More sharing options...
Advanced Member Pimpmymonkey Posted February 9, 2009 Advanced Member Report Share Posted February 9, 2009 quadrangulation is messed up in alpha 56. It appears to do quadrangulation twice, as you have two meshes afterwards, furthermore it takes twice as long to calculate and shows twice the poly amount.Otherwise the new tools ar great! QFA I can verify this problem. On my machine the meshes appear to be of differing resolutions. Whether or not that is true I can't prove but either way the meshes are not identical. P. Monk Here is an example of the problem. I used no Gum brush or any other surface tool. Link to comment Share on other sites More sharing options...
Member cyartist Posted February 9, 2009 Member Report Share Posted February 9, 2009 Yes i can verify that quadtrigulation does not correctly work for me either on Alpha Betas 54,55,56. Link to comment Share on other sites More sharing options...
Advanced Member Juan Carlos Montes Posted February 10, 2009 Advanced Member Report Share Posted February 10, 2009 I have the same problem with quadrangulation:(. Link to comment Share on other sites More sharing options...
Advanced Member Deadman21 Posted February 10, 2009 Advanced Member Report Share Posted February 10, 2009 Other small mac bug. When using the mouse the floating navigation tool bar freaks out when trying to rotate or zoom. If you use a tablet it works as expected. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted February 10, 2009 Author Report Share Posted February 10, 2009 UM. Is it just me or are others getting a 404 error trying to download the OSX alpha 56?This link (in the OP) does not seem to work: http://www.3d-coat.com/Serega/3D-Coat-3-00-ALPHA-56.dmg Link is restored. The reason is that last night wehave changed IP address of www.3d-coat.com (finally moved to new location). Now all should work fine. Link to comment Share on other sites More sharing options...
Advanced Member NinjaTaco Posted February 10, 2009 Advanced Member Report Share Posted February 10, 2009 Just to clarify my previous post so as not to be misconstrued.I am very pleased with the brushes in 3d-coat as they stand now, so please do not tamper with them too much, if at all.Maybe work on scrape, it has a tendency to jump around a bit.But I don't need it too much anyway so no big deal. I wouldn't mind if Andrew continues to tweak/adjust/speed up the brushes if possible. As version 3.0 is still in it's alpha stages it is important for the testers to not be married to any particular work flow that might need to be changed for the sake of enhancing and/or speeding up the work flow. Link to comment Share on other sites More sharing options...
Advanced Member psyborgue Posted February 10, 2009 Advanced Member Report Share Posted February 10, 2009 Link is restored. The reason is that last night wehave changed IP address of www.3d-coat.com (finally moved to new location). Now all should work fine. Thanks! Works great. Keep up the fantastic work. Link to comment Share on other sites More sharing options...
Member run Posted February 10, 2009 Member Report Share Posted February 10, 2009 Found an issue with the Split and Cut&Clone functions, Alpha 56 The attached image shows the problem using "Split". The same problem occurs with Cut&Clone. This happens with all Windows versions, OGL & DX, CUDA & Simple. {at least on Win XP sp2) Also happened in Alpha55 but I didn't notice it until now. -Jeff Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted February 10, 2009 Applink Developer Report Share Posted February 10, 2009 Hi Run! It's not a bug. You can adjust the border with SplitBorderWidth option. It shows at the bottom when you click Split. With Cut & Clone it seems that the cloned objects moves a little bit but actual cut edge is quite ok. Link to comment Share on other sites More sharing options...
Member run Posted February 10, 2009 Member Report Share Posted February 10, 2009 Hi Haikalle, Ah, you are correct! Problem solved Thank you. Interestingly, The "Cut&Clone" function doesn't have the "SplitBorderWidth" option, but seems to respect "Split"'s setting for it. -Jeff Hi Run!It's not a bug. You can adjust the border with SplitBorderWidth option. It shows at the bottom when you click Split. With Cut & Clone it seems that the cloned objects moves a little bit but actual cut edge is quite ok. Link to comment Share on other sites More sharing options...
Contributor tree321 Posted February 10, 2009 Contributor Report Share Posted February 10, 2009 I wouldn't mind if Andrew continues to tweak/adjust/speed up the brushes if possible. As version 3.0 is still in it's alpha stages it is important for the testers to not be married to any particular work flow that might need to be changed for the sake of enhancing and/or speeding up the work flow. Agree Link to comment Share on other sites More sharing options...
Advanced Member Mantis Posted February 10, 2009 Advanced Member Report Share Posted February 10, 2009 Split got a border even if you set it to 0. When you split an object you clearly see the seam and it should not. That's really important for prototyping to not have any seam or any visible modification on the surface. An other "bug" if you do a split and press undo, the layer created isn't deleted with undo. BTW there are really great feature in these last release, thank you. Link to comment Share on other sites More sharing options...
Contributor artman Posted February 10, 2009 Contributor Report Share Posted February 10, 2009 Andrew,please,could you make the retopology symmetry plane the same as current selected voxtree object. I know we can use Tab but it only change position of symmetry plane not orientation. please I got a sword reoriented along the belt of a character and I want to retopologize it as a separate object Right now I'm forced to retopo only on one side of objects and mirror,reorient and weld the 2 halves in 3dsMax. ...I intend to go freelance soon and I'll only be able to afford 3DCoat. It's something probably very easy to do. I don't understand why I'm the only one requesting this. It's like nobody tried to retopo over multi-objects vox sculpt or something....I mean, the problem with symmetry plane orientation is the first thing you see when you try. ... Anyone seconding this? also on alpha56gl 64 cuda quandrangulation(q and paint also) never finish,it just hang forever. Worked fine in Alpha55. Link to comment Share on other sites More sharing options...
Contributor tree321 Posted February 10, 2009 Contributor Report Share Posted February 10, 2009 ... Anyone seconding this? I could go for that. Link to comment Share on other sites More sharing options...
Advanced Member TOXE Posted February 10, 2009 Advanced Member Report Share Posted February 10, 2009 Andrew, after some tests i've noticed that 3d coat (latest bulid) crashes on quadrangulation also without using gum. -TOXE Link to comment Share on other sites More sharing options...
Advanced Member Deadman21 Posted February 11, 2009 Advanced Member Report Share Posted February 11, 2009 Andrew,after some tests i've noticed that 3d coat (latest bulid) crashes on quadrangulation also without using gum. -TOXE I was trying it tonight as well and it is crashing. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted February 11, 2009 Author Report Share Posted February 11, 2009 Andrew,after some tests i've noticed that 3d coat (latest bulid) crashes on quadrangulation also without using gum. -TOXE Is it random or you have definite models where it crashes? If definite models, please send me a sample. Link to comment Share on other sites More sharing options...
Advanced Member TOXE Posted February 11, 2009 Advanced Member Report Share Posted February 11, 2009 really random, but i'll send you the model that i've used yesterday. -TOXE Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted February 11, 2009 Author Report Share Posted February 11, 2009 really random, but i'll send you the model that i've used yesterday.-TOXE Ok, reason found & fixed. If it is urgent I can send app file to you slightly later today. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted February 11, 2009 Author Report Share Posted February 11, 2009 Andrew,please,could you make the retopology symmetry plane the same as current selected voxtree object.I know we can use Tab but it only change position of symmetry plane not orientation. please I got a sword reoriented along the belt of a character and I want to retopologize it as a separate object Right now I'm forced to retopo only on one side of objects and mirror,reorient and weld the 2 halves in 3dsMax. ...I intend to go freelance soon and I'll only be able to afford 3DCoat. It's something probably very easy to do. I don't understand why I'm the only one requesting this. It's like nobody tried to retopo over multi-objects vox sculpt or something....I mean, the problem with symmetry plane orientation is the first thing you see when you try. ... Anyone seconding this? also on alpha56gl 64 cuda quandrangulation(q and paint also) never finish,it just hang forever. Worked fine in Alpha55. Ok, I will think how to do it (retopo plane), but it is not so easy at first glance. Link to comment Share on other sites More sharing options...
Advanced Member TOXE Posted February 11, 2009 Advanced Member Report Share Posted February 11, 2009 Ok, reason found & fixed. If it is urgent I can send app file to you slightly later today. Glad you've found the reason! thanks Andrew it's not urgent, i can wait for the next alpha... -TOXE Link to comment Share on other sites More sharing options...
Contributor artman Posted February 11, 2009 Contributor Report Share Posted February 11, 2009 Ok, I will think how to do it (retopo plane), but it is not so easy at first glance. sorry...In my noprogrammer mind I tought it was easy but now that I think about it,with quadrangulation now working with symmetry plane a request like this can surely add complications. But still,It's important because it empowers the whole pipeline involving voxtree system for gamemodels. The simple fact that subobjects retain their original symmetry plane even if reoriented is what make your Voxtree so much superior to Zbrush subtools. If you were to put a video on 3DCoat site showing the user moving and reorienting a pouch,or a sword around a character and showing that you can still sculpt afterward with symmetry intact,Zbrush users would have their jaw on the ground out of amazement. You cannot do that that in Zbrush,if you reorient a subtool the symmetry is over,dead. Because symmetry in Zb is related to the canvas(screen) where 3DCoat shows a true local,per object symmetry. It's a MAJOR selling point.....but it needs retopo to go along with it. I'm glad you're thinking about it.I hope you find a big and genial idea to make it work...hehe :lol: Link to comment Share on other sites More sharing options...
Advanced Member erklaerbar Posted February 11, 2009 Advanced Member Report Share Posted February 11, 2009 You cannot do that that in Zbrush,if you reorient a subtool the symmetry is over,dead.Because symmetry in Zb is related to the canvas(screen) where 3DCoat shows a true local,per object symmetry. It's a MAJOR selling point.....but it needs retopo to go along with it. Cant you just press the local symmetry button for subtools in Zbrush? Link to comment Share on other sites More sharing options...
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