Advanced Member bisenberger Posted January 31, 2015 Advanced Member Report Share Posted January 31, 2015 (edited) Looks like Symmetry is broken in Paint Room if you use Stamp Mode or Stamp and Drag Mode with an Alpha. Take a look at the image SymBug.jpg The red circel is the result of using Stamp or Stamp and Drag Mode from E-Panel Looks realy wrong. Could anybody confirm that, please? confirmed with symmetry the stamp is in the right location, but flipped (beta8) Edited January 31, 2015 by bisenberger 1 Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted January 31, 2015 Contributor Report Share Posted January 31, 2015 @bisenberger Many Thanks for the test. Request is open. Fell free to add your +1 Broken symmetry if you use Stamp Mode or Stamp Drag Mode. http://3d-coat.com/mantis/view.php?id=1755 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted January 31, 2015 Reputable Contributor Report Share Posted January 31, 2015 I also would plead with Andrew to utilize CUDA for the Pose tool, so it's fast regardless of whether you are in proxy mode. Been asking for this for ages and ages. I have used it in Proxy mode before and ended up losing all the work I had done when un-caching the layer. It's incredibly slow at times, as you can see in the video (skip forward to the 2:00 mark) https://drive.google.com/?tab=Xo&authuser=0#all Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted January 31, 2015 Author Report Share Posted January 31, 2015 Updated to BETA11 - Fixed incorrect brush rotation with symmetry. - Lists formatting fixed - Seamlessness of ppp painting improved, interpolation of pixels from other side is more acurate. - If panorama was used at least once, it will be cached, next switch to the same panorama will be very quick. - isolate/ghosting by hotkey acts on volume under cursor or on current if empty space picked. - Correct hotkeys showing in VoxTree RMB menu - UI optimized a bit, fps in scene grown. - Created good hints for Object-ify (Decompose) - Improved alphas creation from pictures, inserted extended hint to describe how picture will be transformed to alpha. 5 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 31, 2015 Report Share Posted January 31, 2015 Thank you sir, for another upgrade. You rock. Quote Link to comment Share on other sites More sharing options...
PolyHertz Posted January 31, 2015 Report Share Posted January 31, 2015 Question: I noticed when painting areas using the PBR materials (instead of just using Fill), if an area is gone over more then once its depth is multiplied. I'm sure there are some uses for this, but is it possible to keep the depth consistent to the sourced material while painting? If I just turn off depth then areas the stroke go over will be lacking it completely. I never paint depth in 3DC (I leave Norm/Spec work to PS) so am unfamiliar with this aspect of it. Also, Is it possible to use the fill tool to erase large areas? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted January 31, 2015 Reputable Contributor Report Share Posted January 31, 2015 (edited) Question: I noticed when painting areas using the PBR materials (instead of just using Fill), if an area is gone over more then once its depth is multiplied. I'm sure there are some uses for this, but is it possible to keep the depth consistent to the sourced material while painting? If I just turn off depth then areas the stroke go over will be lacking it completely. I never paint depth in 3DC (I leave Norm/Spec work to PS) so am unfamiliar with this aspect of it. Also, Is it possible to use the fill tool to erase large areas? deselect Additive under the depth icon... Now you might have a question for later relating to another aspect of depth. Brush depth is also depended upon brush size. If you ever want your depth locked regardless of brush size select the lock icon next to the depth input. If you have your tool tips showing you can read it's function as well as additive. Eraser can use the spline tools in the E-Panel for getting rid of large areas. Edited January 31, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Advanced Member bisenberger Posted January 31, 2015 Advanced Member Report Share Posted January 31, 2015 Updated to BETA11 - Fixed incorrect brush rotation with symmetry. - Lists formatting fixed - Seamlessness of ppp painting improved, interpolation of pixels from other side is more acurate. - If panorama was used at least once, it will be cached, next switch to the same panorama will be very quick. - isolate/ghosting by hotkey acts on volume under cursor or on current if empty space picked. - Correct hotkeys showing in VoxTree RMB menu - UI optimized a bit, fps in scene grown. - Created good hints for Object-ify (Decompose) - Improved alphas creation from pictures, inserted extended hint to describe how picture will be transformed to alpha. Cool!!! Thanks Andrew Quote Link to comment Share on other sites More sharing options...
PolyHertz Posted January 31, 2015 Report Share Posted January 31, 2015 Thanks Digman, that's exactly what I was looking for! Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted January 31, 2015 Reputable Contributor Report Share Posted January 31, 2015 (edited) Yep, splitting off the pose tool feature request to another thread would be good... I am glad you brought this up about the pose tool, Fuzzzzzz. When AbnRanger and I were addressing these problems in a Mantis report some time ago to Andrew some small fixes were done but Andrew moved on to other matters without addressing all the concerns. With all the responding by long time users of 3DC on the problems of the pose tool, I believe Andrew will return at some date and improve it tremendously. Note... I am not saying when he should do it but I now believe it has gotten enough attention that at some date will get what we need... Edited January 31, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted January 31, 2015 Contributor Report Share Posted January 31, 2015 Thanks for the panorama caching Andrew, much better Btw I don't how much of a performance improvement the ui redraw changes made, but i think I can feel it in sculpt room. May be in my head (I've got to admit I've been using zbrush a lot with the new release). (Would love SSS btw) Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted January 31, 2015 Contributor Report Share Posted January 31, 2015 (edited) The man is working really hard , updates are coming like drops of rain , PLEASE take a brake. Edited January 31, 2015 by Michaelgdrs Quote Link to comment Share on other sites More sharing options...
PolyHertz Posted January 31, 2015 Report Share Posted January 31, 2015 (edited) Updated to BETA11 - Fixed incorrect brush rotation with symmetry. If your still up for messing with symmetry in the paint room, this is a good suggestion that has been around for several years and never been tackled: http://3d-coat.com/mantis/view.php?id=350 --- Two things I'd like to bring up about brushes: -The Alpha/brush folder system seems to be a bit broken. Creating a new folder always copies the first six brushes default into it, and these brushes don't have a right click menu like every other brush (thus cant be deleted from the new folders). Having them waste space in every single folder instead of just one is no good. -For sorting purposes, being able to drag-drop brushes into different locations in their folder would be useful. I have no clue how to reorder brushes atm, but if there is a way its certainly not as intuitive as drag-drop would be. Edited January 31, 2015 by PolyHertz Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 31, 2015 Report Share Posted January 31, 2015 Pose Tool feature request new thread open I want to thank everyone for their contributions to the development of version 4.5 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 31, 2015 Report Share Posted January 31, 2015 (Would love SSS btw) 0000224: Realtime SSS Shader +11110100001001000000 Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted February 1, 2015 Contributor Report Share Posted February 1, 2015 If you're still looking for some small changes for better user experience Andrew: add text to pbr materials or shorten the apparition delay for the preview thumbnail (since you offset the preview to avoid masking the panel it could in fact me made instant and not be an hinderance). Right now it's tedious to hover materials and wait for the preview thumb to show just to get the one you want because it looks very similar to others at small size. I've got a bigger request if you want to make it cohesive: do it the photoshop way: a little arrow in top right corner to let the user choose between display configuration (text only, text with small preview, preview only). You did it with a few panels it should be in all panels where it makes sense:it applies to the problematic spacebar menu and would also make sense in the tool panel to replace that weird icon with multiple press states. Another request, and this time probably a bit more time consuming but imo well worth it: The spacebar menu hotkey system is very unpractical. When LJB approached you with the idea he wanted you to do it the zbrush way: having the hotkey triggered according to the item name. For instance: adjust>Pose: Call the menu with space, press [A] for Adjust then [P] for Pose. It may not look important but the whole purpose of the system was to call the tools you needed without having to remember their specific hotkey. Right now Pose is [A] and [Zero] which doesn't make much sense and forces you to recall what the hotkey is... which completely defeat the point of having sequential keys. if multiple item share the same First letter, then proceed with their second letter, then if there's still multiple items, then you can assign arbitrary characters. Ultimately the call system should be "call the menu", "select the section", "press two consecutives char for a specific item at maximum and only one if there's only one item with the first letter pressed". It would be much more efficient than the 0-1 quick access you put on top row which personally I never use cause it's too far away from the sweet spot aka "the ctrl-shift-a-g-b" zone. As a matter of fact I never use the hotkey with the current setup cause it takes as much time to detect the item I want and click on it than it would take me to memorize everyone of them while on zbrush I use it all the time as I don't even need to see the menu I just press away and the tool is there... like magic Ex in zbrush: -Standard brush: B(call menu)>S>T. -ZModeler: B>Z>M -Flatten: B>F>A -HPolish:B>H>P etc Besides the menu would greatly benefit from it: when you introduce new tools you're not forced to consider the max number items accessible via hotkeys (alpha + numerics so 36 max), and the old one don't change their hotkey cause they've been changed in teir display order. 36 may look an awfull lot, but if you resize the menu like a lot of us are asking, this wouldn't be looking like an huge number and futureproofing without hardcoded limit is always good practice. 1 Quote Link to comment Share on other sites More sharing options...
PolyHertz Posted February 1, 2015 Report Share Posted February 1, 2015 Is it possible to view just depth in the viewport (like can with Gloss/Spec/Metalness)? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 1, 2015 Reputable Contributor Report Share Posted February 1, 2015 View menu / Relief Quote Link to comment Share on other sites More sharing options...
Advanced Member Alemar Posted February 2, 2015 Advanced Member Report Share Posted February 2, 2015 Vox Layer tool or extract tool crash my sistem . someone have the same problem? all my sistem freeze , ctrl+alt+del not work, need hit reset button... Quote Link to comment Share on other sites More sharing options...
Advanced Member Alemar Posted February 2, 2015 Advanced Member Report Share Posted February 2, 2015 other problem I can´t see a menu to change the short keys to sharpen or blur the environment map...excuse me if I´m wrong that combination SHIFT+[ not work in my sistem Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 2, 2015 Report Share Posted February 2, 2015 shift + { shift + } there is a typo mistake note: there is no difference in performance working blur or not, personally i prefer no blur. The setting is autosaved as user preference from session to session. Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted February 2, 2015 Contributor Report Share Posted February 2, 2015 Blur is usefull. Sometimes you don't want to be distracted by the scenery. Other times you want to have your model "in" the scene so it should be sharp. And thanks for the typo information, I was trying to use it the other day and couldn't I thought it was due to the difference between qwerty and azerty (] is called with alternate in azerty). Tried this instant, it still doesn't work on azerty keyboard, we still need to use alternate. But that's not a bug it's the same thing with photoshop standard shortcuts. The software expect Qwerty key and in azerty lots of modifiers are involved to call said characters. Anyway a remapping fixed the issue Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted February 2, 2015 Advanced Member Report Share Posted February 2, 2015 It's not possible to hide mask layers (anymore?). Create a paint layer in the paint room, create a second one (mask layer). Make the second layer mask the first one. Paint on the mask layer. It works, but when you hide the mask layer using the eye icon, the mask remains active in the viewport. Quote Link to comment Share on other sites More sharing options...
Member phrase Posted February 2, 2015 Member Report Share Posted February 2, 2015 Is it possible to introduce angle input for "Fade on Edge" brush option so it will work like Falloff in Mudbox? Quote Link to comment Share on other sites More sharing options...
Member bocs Posted February 2, 2015 Member Report Share Posted February 2, 2015 4.5beta11 Tools Effected: Split, Cut and Clone, Clone Can someone tell me what setting needs to be changed, or if it's a bug. Problem: Using these tools on an object in voxel mode, it's like the selection has an offset. The tools in surface mode split/copy/clone exactly on the selection. Maybe a picture will explain better, exact same selection...But the voxel clones more then selected. Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted February 2, 2015 Contributor Report Share Posted February 2, 2015 It's been a while since I used those but it may be related to the border in e-panel. Quote Link to comment Share on other sites More sharing options...
Advanced Member jamie Posted February 2, 2015 Advanced Member Report Share Posted February 2, 2015 I notice work has been done on paint seams, but there is still the major bug with seams between UV sets. This makes it very hard to work on assets that have multiple UV sets - e.g. characters Quote Link to comment Share on other sites More sharing options...
Member phrase Posted February 2, 2015 Member Report Share Posted February 2, 2015 I notice work has been done on paint seams, but there is still the major bug with seams between UV sets. This makes it very hard to work on assets that have multiple UV sets - e.g. characters It looks like a problem with normals map. Maybe converting it to simple height map will help. Quote Link to comment Share on other sites More sharing options...
PolyHertz Posted February 2, 2015 Report Share Posted February 2, 2015 View menu / Relief Ah, actually I meant the source black and white map that normals are being computed from. There's a request on mantis asking to see it in the texture editor (here), and I was wondering if it was at least possible in the viewport currently? Quote Link to comment Share on other sites More sharing options...
Taros Posted February 2, 2015 Report Share Posted February 2, 2015 Just want to say the new brush sensivity in version 4.5.11 is gorgeous. This is what I have waited for since years! BUT! Can we have this in the sculpting room too please? Thank youChris 1 Quote Link to comment Share on other sites More sharing options...
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