Member Alco3d Posted May 20, 2015 Member Report Share Posted May 20, 2015 (edited) Do you plan a SSS shader in the new version? Edited May 20, 2015 by Alco3d Quote Link to comment Share on other sites More sharing options...
Javis Posted May 20, 2015 Report Share Posted May 20, 2015 Do you plan a SSS shader in the new version?Yes SSS is going to be implemented, just not in the initial 4.5 release. Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted May 20, 2015 Contributor Report Share Posted May 20, 2015 Are there any news about a better AO calculation if you start in PPP without highpoly you can bake from? Quote Link to comment Share on other sites More sharing options...
Advanced Member Tser Posted May 20, 2015 Advanced Member Report Share Posted May 20, 2015 Trying out the new Linux version, and yes, the (trial) appears in the window header after a minute or so, but everything works as it should. T. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted May 21, 2015 Author Report Share Posted May 21, 2015 4.5.RC1 (Release candidat) - Color swatches work correctly - edit/insert/etc, adding new color leads to immediate saving. - Fill tool gradient points are pickable even over empty space. - Reset material to factory defaults will not crash material editor, Resed button present in material editor. - Removed rest of glossiness mentioning in roughness approach (Edit->Edit all roughness layers, Layers->Import/export menu). - fixed undo and layer opacity issue #0001748 - Fixed crashes in Japanese version. - Optional greyscale mode for panormamas introduced to avoid colors distortion. Look View->Greyscale panorama. - Import roughness works correctly. - More accureate and non-spotty work of freeze in paint room. This is very close to release (planned at 25 May). So I tried to polish all as much as possible. 5 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted May 21, 2015 Contributor Report Share Posted May 21, 2015 What an amazing programmer for an amazing software. We all thank you Andrew. Quote Link to comment Share on other sites More sharing options...
Javis Posted May 21, 2015 Report Share Posted May 21, 2015 Thanks Andrew! And huge congratulations for reaching a RC. Almost there. Quote Link to comment Share on other sites More sharing options...
Member Flipper Posted May 21, 2015 Member Report Share Posted May 21, 2015 Enjoying the wait. Thanks for your work Andrew. Quote Link to comment Share on other sites More sharing options...
Advanced Member Vipera Posted May 21, 2015 Advanced Member Report Share Posted May 21, 2015 (edited) Environment map doesn't show up in viewport in Orthographic view. I can see it only in Perspective view. I spent some time to figure out why I cannot see the environment map in viewport. Is it bug or feature? This difference is a bit confusing. Don't you think that 'Greyscale panorama' checkbox would be better to place in panorama selection menu instead of View menu? PS. I hope 3DC 5.0 will get better, intuitive and more organized UI to compare to what we have now. There are too many duplicated buttons in UI right now which do same function but located in the different places of UI. Please make UI changes as a priority for 3DC 5.0 release. Edited May 21, 2015 by Vipera Quote Link to comment Share on other sites More sharing options...
Javis Posted May 21, 2015 Report Share Posted May 21, 2015 The environment showing up in perspective and not orthographic is a feature that Andrew implemented. Quote Link to comment Share on other sites More sharing options...
Advanced Member Vipera Posted May 21, 2015 Advanced Member Report Share Posted May 21, 2015 (edited) PBR materials had been renamed to Smart materials but material reset button is 'PbrReset'. Where is consistency? Edited May 21, 2015 by Vipera Quote Link to comment Share on other sites More sharing options...
Member Devmod Posted May 21, 2015 Member Report Share Posted May 21, 2015 You guys are doing an epic software product, great respect for this! I have some suggestion for improvement - Could you make an opportunity to drug as floater the window "Texture Editor" on the second monitor? Quote Link to comment Share on other sites More sharing options...
Advanced Member Boonta Posted May 22, 2015 Advanced Member Report Share Posted May 22, 2015 (edited) Wooo awesome stuff on hitting RC. I really hope we can start to see some solid improvements to the paint-room core features moving forward however. PBR was a great start, but there is a bunch of suggestions in mantis and trello that would be great to implement that relate to improvements of "core" functions. i.e. improvements to: layer masks, brushes, document adjustments/levels/curves etc, color picker improvements etc. Basically improving the foundations to make it a stronger painting experience. again, congrats on hitting RC, 3dcoat gets better and better with each update! Edited May 22, 2015 by Boonta Quote Link to comment Share on other sites More sharing options...
Javis Posted May 22, 2015 Report Share Posted May 22, 2015 PBR materials had been renamed to Smart materials but material reset button is 'PbrReset'. Where is consistency?I'm working on it, please be patient. [emoji4] Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 22, 2015 Report Share Posted May 22, 2015 Paint room PBR material Preview -> Press and drag RMB outside the model What move exactly at PBR preview window ? All noise layers at same time ? ty Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted May 22, 2015 Author Report Share Posted May 22, 2015 Paint room PBR material Preview -> Press and drag RMB outside the model What move exactly at PBR preview window ? All noise layers at same time ? ty You are moving all textures and noise. I am thinking about removing that RMB action. Gizmo is enough imo. Quote Link to comment Share on other sites More sharing options...
Advanced Member Cleitus Posted May 22, 2015 Advanced Member Report Share Posted May 22, 2015 (edited) The problem with the renderer. Mixed voxel/surfacey object with the background when you render. With Lowpoly everything is ok. Here is an example Edited May 22, 2015 by Cleitus Quote Link to comment Share on other sites More sharing options...
Advanced Member jamie Posted May 22, 2015 Advanced Member Report Share Posted May 22, 2015 You are moving all textures and noise. I am thinking about removing that RMB action. Gizmo is enough imo. Please don't remove right-mouse dragging of texture placement! Moving the texture placement with right mouse is far faster than using the gizmo. Right mouse: Click-drag vs Gizmo: Move mouse to gizmo, click-drag A small difference like this adds up over thousands of actions. Quote Link to comment Share on other sites More sharing options...
SERGYI Posted May 22, 2015 Report Share Posted May 22, 2015 ... shadow is definitely different in DX and GL 3DC versions. According to the log file the shaders have been compiled without problems. Please test rendering on standard models from startup dialog Voxel Sculpting > “Figure” or “Bust” and post the results. Quote Link to comment Share on other sites More sharing options...
Member wensk Posted May 22, 2015 Member Report Share Posted May 22, 2015 The RC1 and beta 20 have a big bug, if you select any PBR material, open it and don't edit anything then click cancel, this material will auto lost, I have losted some materials by this bug ! please watch the images. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted May 22, 2015 Reputable Contributor Report Share Posted May 22, 2015 Please don't remove right-mouse dragging of texture placement! Moving the texture placement with right mouse is far faster than using the gizmo. Right mouse: Click-drag vs Gizmo: Move mouse to gizmo, click-drag A small difference like this adds up over thousands of actions. But it also creates conflict with using RMB over the Texture Editor. Perhaps CTRL + RMB to move Materials/Stencils, as a solution? 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Vipera Posted May 22, 2015 Advanced Member Report Share Posted May 22, 2015 (edited) I hope this easy to fix bug will be fixed before 4.5 release. http://3d-coat.com/mantis/view.php?id=1863 'Refresh preview' for PBR materials saves new preview image of PBR material with the current viewport lighting instead of default. It means that even same material will look different when it saved under different light condition. I think all PBR preview images have to be saved with one default lighting. All 3d programs show materials in material editor with the same light condition what helps to compare them and see their difference between each other. Do you think there are two different materials below? No. There are two absolutely same materials but right material preview was created with the another environment map and light intensity. How can we compare different materials if we can't compare same material? Edited May 22, 2015 by Vipera 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Vipera Posted May 22, 2015 Advanced Member Report Share Posted May 22, 2015 (edited) But it also creates conflict with using RMB over the Texture Editor. Perhaps CTRL + RMB to move Materials/Stencils, as a solution? I do agree. This is very confusing. 1. RMB moves PBR textures while PBR preview is ON. 2. Turn ON any stencils. RMB starts to move stencil. 3. Turn OFF stencil but PBR preview is still ON. RMB starts to zoom in/out painted object. Edited May 22, 2015 by Vipera Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted May 22, 2015 Contributor Report Share Posted May 22, 2015 Andrew, could you please investigate this problem? 0001880: Not possible to "Copy Channels" from Layer0 when vertex painting! http://3d-coat.com/mantis/view.php?id=1880 Quote Link to comment Share on other sites More sharing options...
Advanced Member stevecullum Posted May 23, 2015 Advanced Member Report Share Posted May 23, 2015 Hey guys, is 4.5 a paid upgrade? I just tried the RC1 and it won't accept my 4.1 serial number. I couldn't see anywhere on the website to upgrade... Thanks Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted May 23, 2015 Contributor Report Share Posted May 23, 2015 Its a free one , just paste your licence into 45 folder. Quote Link to comment Share on other sites More sharing options...
Advanced Member stevecullum Posted May 23, 2015 Advanced Member Report Share Posted May 23, 2015 OK thanks - I'll try that! Quote Link to comment Share on other sites More sharing options...
Javis Posted May 23, 2015 Report Share Posted May 23, 2015 Your v4 license should work for 4.5 as well. If it's not working I'll get your issue to Andrew or Stas asap, just let me know how it goes. 1 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted May 23, 2015 Contributor Report Share Posted May 23, 2015 Any chance this will make it into 3D-Coat before the release of V4.5? 0001728: Add metalness ball icon for toggling painting with metalness: http://3d-coat.com/mantis/view.php?id=1728 Also, how about some means of rotating the environment in all axes, instead of just one? Most envmaps probes have dark floor, so it's difficult to see what is going on at the bottom side of the model/sculpture because it's always in the shadows or bland lighting. 2 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted May 23, 2015 Contributor Report Share Posted May 23, 2015 (edited) Another thing. The thumbnails of Smart Materials are updated upon pressing the "Save" button. This leads to inconsistency between the rest of thumbnails, because usually when texturing, you constantly switch between various envmaps, not to mention that you rotate them a lot. So you end up with materials' thumbnails generated in completely different lighting conditions! This is really BAD, because the thumbnails say nothing about the materials! I think it would be best if users could provide a path to a specific envmap and define its exact rotation in the preferences and only update it on demand (by pressing an update button or sth similar). Or maybe, for a more intuitive UX, set the envamp and rotate it as usual in the viewport, and then press some button that will store the envmap's path and the orientation as default for thumbnail generation, so no textual and numerical input is necessary. Edited May 23, 2015 by ajz3d 1 Quote Link to comment Share on other sites More sharing options...
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