philnolan3d Posted March 14, 2009 Share Posted March 14, 2009 - redo is not done at all at this stage.- is building uv-mapped? Yes the building has 4 UV maps. Link to comment Share on other sites More sharing options...
Advanced Member Frankie Posted March 14, 2009 Advanced Member Share Posted March 14, 2009 Ok, I will add custom size (you will be able to enter any size). Thanks. I was thinking about the alpha for transparency again. I know this would require per-polygon sorting if it was to be implemented the regular way. Unless (like most game engine) you enable alpha testing in the OpenGL/DX pipeline (with a 127 mid-point treshold by default). It would be absolutely cool to paint alpha cutouts and have the result in realtime. No painter has ever done this although it is actually easier to implement than having to sort polys to correctly display transparencies. Just a though. Franck. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 14, 2009 Author Share Posted March 14, 2009 Yes the building has 4 UV maps. Maybe that is the reason... I have not tested yet on multiple uv sets. Doing it now. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 14, 2009 Author Share Posted March 14, 2009 Thanks.I was thinking about the alpha for transparency again. I know this would require per-polygon sorting if it was to be implemented the regular way. Unless (like most game engine) you enable alpha testing in the OpenGL/DX pipeline (with a 127 mid-point treshold by default). It would be absolutely cool to paint alpha cutouts and have the result in realtime. No painter has ever done this although it is actually easier to implement than having to sort polys to correctly display transparencies. Just a though. Franck. In general it is not difficult for me to sort polygones clusters (now I am splitting a model on 20-100 geomerically close parts). Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 14, 2009 Author Share Posted March 14, 2009 Yes the building has 4 UV maps. But in general it could be not bad to get this model for tests. Link to comment Share on other sites More sharing options...
Contributor artman Posted March 14, 2009 Contributor Share Posted March 14, 2009 here are the artifacts along seams I'm getting as I paint: and here are the tiny black points I'm getting: (automatic uv,no subd,no smoothing) also now + icon in voxtree is back.....strange . Link to comment Share on other sites More sharing options...
Advanced Member Skaven252 Posted March 14, 2009 Advanced Member Share Posted March 14, 2009 It was first quick approach. Calculating global cavity is also possible using interpolated normals. All riiiiight! Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 14, 2009 Author Share Posted March 14, 2009 Updated to V64 I had not much time today (mostly devoted to family) but I have fixed several bugs, improved work with multiple uv-sets, also there are more variety of textre size to import, textures attached to object will be auto loaded, improved DP and VS integration (now multiple droppings VS->DP are allowed) - but seams problem in VS->DP is not finally solved. Now I am working over OSX version, but it still unstable. I hope it will be solved very soon. Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted March 14, 2009 Advanced Member Share Posted March 14, 2009 so am I the only 1 experiencing this layer issue with the fill tool and imported .obj with per pixel painting? http://www.3d-coat.com/forum/index.php?sho...ost&p=16103 been there for 3 versions now....nobody else has seen this? Link to comment Share on other sites More sharing options...
philnolan3d Posted March 14, 2009 Share Posted March 14, 2009 OK so I see the auto smoothing groups fixed my smoothing for the most part, but the default 30 wasn't perfect, is there some way to change it after the model is loaded? Link to comment Share on other sites More sharing options...
Advanced Member akira Posted March 14, 2009 Advanced Member Share Posted March 14, 2009 so am I the only 1 experiencing this layer issue with the fill tool and imported .obj with per pixel painting?http://www.3d-coat.com/forum/index.php?sho...ost&p=16103 been there for 3 versions now....nobody else has seen this? It happened to me too, but only the fill tool was not recognized by layers, others worked fine with layers. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 14, 2009 Author Share Posted March 14, 2009 OSX V64 uploaded! Link to comment Share on other sites More sharing options...
Contributor artman Posted March 14, 2009 Contributor Share Posted March 14, 2009 Hooray,I don't have black lines along seams when I paint anymore!! But the very small black points scatered on model are still there. (also those black points don't get exported along with the texture) problem when saving file with invisible parent still there cloning the children restore it's visibility but 3DC becomes possesed by some alien quirkforce when doing it framerate becomes 3fps Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 14, 2009 Author Share Posted March 14, 2009 problem when saving file with invisible parent still therecloning the children restore it's visibility but 3DC becomes possesed by some alien quirkforce when doing it framerate becomes 3fps I found the reason, but problem will be solved only on newely created and saved objects. Link to comment Share on other sites More sharing options...
Advanced Member Frankie Posted March 14, 2009 Advanced Member Share Posted March 14, 2009 V64, my UNDO problems are gone when working on multiple materials, great. Thanks Andrew. Auto-load texture is great too. Another small feature I'd like to see: The ability to set texture wrapping attributes per material: repeat, mirror, clamp (standard openGL/DX stuff) Clamp would be particularly useful to avoid the interpolation of adjacent texel when bilinear filtering of the outer texel on low-res textures and would avoid having to move UV coordinates 1 texel inward. I use that in our engine everytime. Cheers, and once again a great release. Franck. Link to comment Share on other sites More sharing options...
Contributor artman Posted March 14, 2009 Contributor Share Posted March 14, 2009 I found the reason, but problem will be solved only on newely created and saved objects. yep,works fine on new saves here thanx a lot...I was scared my files were corrupt also I installed Alpha57 that I still had and the problem I mentioned where brushes stop working when loading a .3b while one already opened is not there. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 14, 2009 Author Share Posted March 14, 2009 yep,works fine on new saves here thanx a lot...I was scared my files were corrupt also I installed Alpha57 that I still had and the problem I mentioned where brushes stop working when loading a .3b while one already opened is not there. Anyway be careful and keep backups of 3B files. Link to comment Share on other sites More sharing options...
Advanced Member psyborgue Posted March 14, 2009 Advanced Member Share Posted March 14, 2009 OSX V64 uploaded! Cool! Thanks! Link to comment Share on other sites More sharing options...
Advanced Member jedwards Posted March 14, 2009 Advanced Member Share Posted March 14, 2009 64 build works great on osx so far! Thanks for adding in the quadrangulate and paint per pixel so quickly! Link to comment Share on other sites More sharing options...
Member amcmahon Posted March 14, 2009 Member Share Posted March 14, 2009 V64, my UNDO problems are gone when working on multiple materials, great. Thanks Andrew.Auto-load texture is great too. Another small feature I'd like to see: The ability to set texture wrapping attributes per material: repeat, mirror, clamp (standard openGL/DX stuff) Clamp would be particularly useful to avoid the interpolation of adjacent texel when bilinear filtering of the outer texel on low-res textures and would avoid having to move UV coordinates 1 texel inward. I use that in our engine everytime. Cheers, and once again a great release. Franck. Was going to suggest something like as well. Can you allow a bleed past the UV border Andrew? A couple of pixels would be great if not just allow the user to paint past the border in UV paint mode. Unless I missed an option somewhere. Link to comment Share on other sites More sharing options...
Advanced Member psyborgue Posted March 14, 2009 Advanced Member Share Posted March 14, 2009 A couple problems with Alpha 64 (mac OS): * Smoothing (shift mode) across seams creates artifacts in per pixel mode. (first screenshot) *Smoothing (shift mode) erases specularity. *if I paint a little and then smooth a lot in a large radius, I get artifacts like this (second screenshot) oddly enough, these artifacts aren't on the seams. Can anybody replicate? * the mesh does not displace either during or after a stroke (should it? it would be nice if it behaved just like regular microvertex paint. could you use tangent space normal maps for this as you are right now or would you have to use object space? Is that possible to calculate easily for per pixel painting?) Link to comment Share on other sites More sharing options...
philnolan3d Posted March 14, 2009 Share Posted March 14, 2009 Was going to suggest something like as well. Can you allow a bleed past the UV border Andrew? A couple of pixels would be great if not just allow the user to paint past the border in UV paint mode. Unless I missed an option somewhere. When you save out the images it has an option to create a bleed, it works pretty well I think. Link to comment Share on other sites More sharing options...
Advanced Member Maximus3D Posted March 14, 2009 Advanced Member Share Posted March 14, 2009 Just playing around with the new 3DC to test it's ability to paint on lowpoly models. This is the standard cube mesh included in 3DC when you install it. this is a simple dirt/worn edges type map. Btw, it works! / Magnus Link to comment Share on other sites More sharing options...
Advanced Member psyborgue Posted March 14, 2009 Advanced Member Share Posted March 14, 2009 Undo of smoothing operations seems to be broken (mac os alpha 64). Undo of paint seems to work. Occlusion calculation causes model to go all black. Turning off the occlusion layer does not fix this. When smoothing, this happened: Undo didn't work to fix it... Like the previous error, those black lines are not where the seams are... and i'm scratching my head as to why the normal map layer would suddenly become visible as color. Link to comment Share on other sites More sharing options...
Advanced Member akira Posted March 15, 2009 Advanced Member Share Posted March 15, 2009 Was going to suggest something like as well. Can you allow a bleed past the UV border Andrew? A couple of pixels would be great if not just allow the user to paint past the border in UV paint mode. Unless I missed an option somewhere. Usually we call it "Padding". View -> Options -> Padding and View -> Options -> Padding Width Link to comment Share on other sites More sharing options...
philnolan3d Posted March 15, 2009 Share Posted March 15, 2009 Usually we call it "Padding". View -> Options -> Padding Oops! My mistake, I knew I saw it somewhere. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 15, 2009 Author Share Posted March 15, 2009 Really smooth is far from perfect now. I will work more over it. I have idea how to do it much better. What about padding, it works well in most cases, but sometimes it requires improving. I will discover this issue also. Link to comment Share on other sites More sharing options...
Javis Posted March 15, 2009 Share Posted March 15, 2009 Thank you for your efforts, you're doing an amazing job Andrew. The direct paint is VERY awesome so far. Link to comment Share on other sites More sharing options...
Advanced Member Frankie Posted March 15, 2009 Advanced Member Share Posted March 15, 2009 Usually we call it "Padding". View -> Options -> Padding and View -> Options -> Padding Width Well bleeding, padding and clamping are different things. Bleeding alows for realtime bleeding of your brush outside the UV island. Hierarchical bleeding is even better for mipmaping (the further away from the island, the larger the bloc and it blends with the previous color, like maya 3d paint does). Padding usually refers to the extention of the border color outside the UV island when exporting, usually after painting/baking. Clamping is a hardware feature at the texture sampler level where it will clamp UV values that are outside the 0,1 range to 1 (or 0 if it is negative). This as the effect to limit the interpolated value of the outer texel to 0,1 and avoid wrapping interpolation. It has no effect on UV island inside the 0,1 range (and doesn't change the content of the texture). To me, having the three options available is the best solution. Hope this helps, Franck. ed: image from maya 3d paint documentation added Link to comment Share on other sites More sharing options...
Advanced Member bisenberger Posted March 15, 2009 Advanced Member Share Posted March 15, 2009 Alpha 64 The stamp mode doesn't work for per pixel painting. When in stamp mode the display shows black squares where the cursor is on the model. The first image is the results of using stamp mode for per pixel painting with the button Pen. The second image shows the black squares when moving the cursor in stamp mode. Link to comment Share on other sites More sharing options...
Recommended Posts