Andrew Shpagin Posted March 13, 2009 Author Report Share Posted March 13, 2009 - I get strange black squares on the upper and lower right corners of screen, covering the menus. The menus work, but it's impossible to see what you're clicking. Please show screenshot. Link to comment Share on other sites More sharing options...
Advanced Member TOXE Posted March 13, 2009 Advanced Member Report Share Posted March 13, 2009 OSX version will be released soon, but it requires some additional not complex work. Maybe tomorrow. -TOXE Link to comment Share on other sites More sharing options...
Advanced Member Skaven252 Posted March 13, 2009 Advanced Member Report Share Posted March 13, 2009 Re: strange black squares Please show screenshot. Here. I was running the DX version in 1600x1200 with dual monitors (so my desktop is 3200x1200). ATI Radeon HD 2900 XT with 512Mb onboard memory. The screenshot was originally 1600x1200, but I scaled it down to 800x600 to save my quota; anyway, you can clearly see the black rectangles there. Link to comment Share on other sites More sharing options...
Advanced Member psyborgue Posted March 13, 2009 Advanced Member Report Share Posted March 13, 2009 andrew , i have a probleme with simple 62 et dp my computeur is mac pro 2,7 quad and geforce 7300 gt i use directx 64 and my driver and directx is ok when i load (model with UV) head i have a bug saure patern and when i try to piant i have patern square i try in my home with my other pc (and not mac pro) i have no probleme Best regard I am having the same problem Macbook Pro running XP 32. Geforce 8600 M. Drivers are Nvidia's latest for laptops (179.48). Running GL version of 3d coat. Problem does not happen with DX version. Link to comment Share on other sites More sharing options...
philnolan3d Posted March 13, 2009 Report Share Posted March 13, 2009 Running GL version of 3d coat. Problem does not happen with DX version. Didn't he say the GL version doesn't work right yet? Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted March 13, 2009 Advanced Member Report Share Posted March 13, 2009 barely any time testing, but it seems layers aren't being used/recognized on my system (Vista Ultimate SP1 64bit | Q6600 2.40 GHZ | 8GB RAM | 320MB Nvidia 8800GTS [Forceware 175.16]) I'll try to update drivers and see if that fixes anything. Image below shows my process: - Imported .obj with mirrored UVs (per-pixel painting) - Added Layer 2 - Filled with pores (with Layer 2 selected) - Turned off visibility for Layer1 and Layer2 - Fill still remains *edit* No change with this with fresh 182.08 drivers... . Link to comment Share on other sites More sharing options...
Member maya69 Posted March 13, 2009 Member Report Share Posted March 13, 2009 I am having the same problem Macbook Pro running XP 32. Geforce 8600 M. Drivers are Nvidia's latest for laptops (179.48). Running GL version of 3d coat. Problem does not happen with DX version. for now just dx version work with dp best regard philippe Link to comment Share on other sites More sharing options...
Advanced Member psyborgue Posted March 13, 2009 Advanced Member Report Share Posted March 13, 2009 Didn't he say the GL version doesn't work right yet? Sorry. Must have missed that. *blushes* Link to comment Share on other sites More sharing options...
philnolan3d Posted March 13, 2009 Report Share Posted March 13, 2009 It would be nice if Layer 1 was automatically selected when you import an object. If you don't have the layer panel open you would never know you're on Layer 0 until it's too late and you can't erase. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 13, 2009 Author Report Share Posted March 13, 2009 Updated to V63. Fixed most critical bugs, improved integration VS & DP (but not finally), made button to move cloth from VS to retopo tool. I had not much time today, had some deals with bank today that was postponed during DP development. Please excuse me OXS user, OSX V63 is still not ready (but soon). Link to comment Share on other sites More sharing options...
Advanced Member erklaerbar Posted March 13, 2009 Advanced Member Report Share Posted March 13, 2009 uh, oh, now this rocks! That really opens up whole new worlds, well done! Link to comment Share on other sites More sharing options...
Advanced Member JimB Posted March 13, 2009 Advanced Member Report Share Posted March 13, 2009 Works well so far Link to comment Share on other sites More sharing options...
Member maya69 Posted March 13, 2009 Member Report Share Posted March 13, 2009 good , i test tomorow in my mac pro ( i just try in my home 63 work well) really thank andrew best regard philippe BEAU Link to comment Share on other sites More sharing options...
philnolan3d Posted March 13, 2009 Report Share Posted March 13, 2009 Problems I still see in 63: -Smoothing errors still there, I can send the model if that would help. -OBJ version of my building model is invisible. -Sculpting on DP still looks crazy until you pick up the pen. -Still have geometric patterns with large brush size. -Still geometric patterns with Undo / Redo. Link to comment Share on other sites More sharing options...
Contributor artman Posted March 13, 2009 Contributor Report Share Posted March 13, 2009 Alpha63DX 64 cuda on QuadroFX1700 Thanx Andrew for adding "merge for per pixel painting" in retopo menu,combined with "import external mesh" it gives me what I wanted ,which is scale matching between Dp model and voxsculpt for shader baking. So I'm very happy. But now.... when I use "merge for per pixel painting" in retopo menu instead of "import for per pixel painting" in file menu UNDOS DOESN'T WORK ANYMORE also when I use "merge for per pixel painting" I get small black lines unveiling and disappearing along Uvs as I paint. and with BOTH METHODS I get very small black points scattered on my model. I didn't have those issues in alpha62. (so far,I'm using automapping with no subd and no smoothing) Also,there is a crashing problem I encountered (bug report sent) when using the merge.3b option in voxtree on a saved file that had a model in old paint/sculpt mode also saved inside the file 3DC coat systematically crash each time. On the same topic: IS THERE A WAY TO CLEAR THE MESH IN OLD SCULPT/PAINT MODE ? there is no clear button anywhere and I want to get rid of the imported old sculpt/paint model so I can make a new retopology over my voxsculpt. The model seems to be stuck there forever. also: TOGGLING ON/OFF AND DELETION OF NORMALMAP LAYER NOW WORKS FINE Link to comment Share on other sites More sharing options...
Advanced Member psyborgue Posted March 13, 2009 Advanced Member Report Share Posted March 13, 2009 Please excuse me OXS user, OSX V63 is still not ready (but soon). Thanks! Link to comment Share on other sites More sharing options...
Advanced Member stevecullum Posted March 13, 2009 Advanced Member Report Share Posted March 13, 2009 Has anyone else tried sculpt mode with a per pixel painting mode? I get some odd open GL errors. Link to comment Share on other sites More sharing options...
Advanced Member psyborgue Posted March 13, 2009 Advanced Member Report Share Posted March 13, 2009 made button to move cloth from VS to retopo tool. Super cool! Are UVs preserved? Link to comment Share on other sites More sharing options...
philnolan3d Posted March 13, 2009 Report Share Posted March 13, 2009 Has anyone else tried sculpt mode with a per pixel painting mode? I get some odd open GL errors. Yup I posted a video about it, then mentioned it again 3 posts above yours. Link to comment Share on other sites More sharing options...
Advanced Member 3dioot Posted March 13, 2009 Advanced Member Report Share Posted March 13, 2009 Wow. Neither zbrush nor bodypaint are this responsive and precise on my humble system. This is amazing. I have no excuse not to texture anymore! Its awesome to not be tied to subdividing your mesh to oblivion anymore for decent texture resolution. Congratulations Andrew. This feature is working really well for its first implementation. JW PS Shame this also suffers from the inadequate brush engine. Link to comment Share on other sites More sharing options...
Advanced Member stevecullum Posted March 13, 2009 Advanced Member Report Share Posted March 13, 2009 Yup I posted a video about it, then mentioned it again 3 posts above yours. Ah - so you did! Link to comment Share on other sites More sharing options...
Advanced Member Skaven252 Posted March 14, 2009 Advanced Member Report Share Posted March 14, 2009 - Cavity paintingNow this is an interesting issue. How did you manage to do it with DP / low poly? Hmm, looks like it isn't yet solved like I was implying. Cavity painting indeed works on a texture basis (the heights and cavities in the depth map can be masked), but the outer corners and edges of a cube don't count as heights - like they do if the cube is subdivided into micro-polygons. Is it even technically possible to detect heights and cavities on a per pixel basis in low poly geometry? This would be essential for giving the objects an appearance of wear and beveling in the corners, and dirt accumulating in the nooks and crannies, without having to increse the polycount by geometry-beveling / chamfering all the corners of the object. It cannot be done with Ambient Occlusion, I've already tried that. AO can detect cavities, but both flat surfaces and convexities result in the same fully white value. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 14, 2009 Author Report Share Posted March 14, 2009 Hmm, looks like it isn't yet solved like I was implying. Cavity painting indeed works on a texture basis (the heights and cavities in the depth map can be masked), but the outer corners and edges of a cube don't count as heights - like they do if the cube is subdivided into micro-polygons.Is it even technically possible to detect heights and cavities on a per pixel basis in low poly geometry? This would be essential for giving the objects an appearance of wear and beveling in the corners, and dirt accumulating in the nooks and crannies, without having to increse the polycount by geometry-beveling / chamfering all the corners of the object. It cannot be done with Ambient Occlusion, I've already tried that. AO can detect cavities, but both flat surfaces and convexities result in the same fully white value. It was first quick approach. Calculating global cavity is also possible using interpolated normals. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 14, 2009 Author Report Share Posted March 14, 2009 On the same topic:IS THERE A WAY TO CLEAR THE MESH IN OLD SCULPT/PAINT MODE ? There is easy solution - View->Popups->Show objects There are red cross icons Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 14, 2009 Author Report Share Posted March 14, 2009 Super cool! Are UVs preserved? Not sure, but possibly yes. If no, it can be fixed. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 14, 2009 Author Report Share Posted March 14, 2009 Problems I still see in 63:-Smoothing errors still there, I can send the model if that would help. -OBJ version of my building model is invisible. -Sculpting on DP still looks crazy until you pick up the pen. -Still have geometric patterns with large brush size. -Still geometric patterns with Undo / Redo. - redo is not done at all at this stage. - is building uv-mapped? Link to comment Share on other sites More sharing options...
Advanced Member Frankie Posted March 14, 2009 Advanced Member Report Share Posted March 14, 2009 Wonderful release. Couple of issues though: When loading the model in 3dcoat, the smallest allowed texture is 512. I'd like to be able to enter any size, down to a few pixels if I need to (as long as they are power of 2 i assume). Right now I need 128x128 for instance. Undo doesn't work for me. My test model has 5 materials (UV sets as you call them) and when I undo a stroke done on one material it fucks-up the texture in another material. BTW to me the use of 'multiple UV sets' term refers to the ability to store several UVs per vertex to be used in multi-texturing for instance. A diffrent notion from the multiple material applied to a model each with a single UVs set. Just semantics here, but I'd like to know if others think this is a bit misleading? View unshaded model doesn't work. Some small features I'm looking forward to: I'd like to have the ability to disable bilinear filtering. I'd like to have the ability to use the alpha channel for transparency instead of specularity, as it's widely used in games assets. Cheers, Franck. PS: The particular system for this test was WinXP32, P4 extreme 3.5GHz, 4GB ram, GeForce 6800 Ultra, 256MB Vram. Latest NVidia drivers. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 14, 2009 Author Report Share Posted March 14, 2009 Wonderful release.Couple of issues though: When loading the model in 3dcoat, the smallest allowed texture is 512. I'd like to be able to enter any size, down to a few pixels if I need to (as long as they are power of 2 i assume). Right now I need 128x128 for instance. Undo doesn't work for me. My test model has 5 materials (UV sets as you call them) and when I undo a stroke done on one material it fucks-up the texture in another material. BTW to me the use of 'multiple UV sets' term refers to the ability to store several UVs per vertex to be used in multi-texturing for instance. A diffrent notion from the multiple material applied to a model each with a single UVs set. Just semantics here, but I'd like to know if others think this is a bit misleading? View unshaded model doesn't work. Some small features I'm looking forward to: I'd like to have the ability to disable bilinear filtering. I'd like to have the ability to use the alpha channel for transparency instead of specularity, as it's widely used in games assets. Cheers, Franck. PS: The particular system for this test was WinXP32, P4 extreme 3.5GHz, 4GB ram, GeForce 6800 Ultra, 256MB Vram. Latest NVidia drivers. Ok, I will add custom size (you will be able to enter any size). Link to comment Share on other sites More sharing options...
Contributor artman Posted March 14, 2009 Contributor Report Share Posted March 14, 2009 There is easy solution - View->Popups->Show objects There are red cross icons Thanx!! Works great! I found some bugs in voxtree (alpha 62/63 (maybe even before)) dx/gl :if you save the .3b file with a parent invisible the children is gone forever when you load back the file. here are test files for you to see also in alpha63 the + icon in voxtree is gone. and here is another bug I've been having since few alphas and even now (I forgot to mention....because I'm more busy having fun with finding sculpting workflows and when I find a workaround I sometimes forget to mention the bug...sorry..that is not very professional of me as a tester) :When I load a .3b file while I'm already working on a volumetric sculpt the brushes stop to work I need to clone the object and then it starts to work again or if I close 3dc and load the file the brushes are back. (2D-Paint brush (in volumetric brushes)is not affected by this bug) Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted March 14, 2009 Applink Developer Report Share Posted March 14, 2009 Thanks Andrew. This is a very nice update. It's amazing that you have done all this in short time. I bet it's a good advance when you are the only coder of this program so you really know this program very well. And making changes is faster than in big company. I just hope that it will not take your powers too much... DP is fast. Makes my old computer looks like new one. I like it. Link to comment Share on other sites More sharing options...
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