Javis Posted August 17, 2015 Report Share Posted August 17, 2015 4.5.12A In the retopo room I have defined six UV sets, that I want to act as UDIM tiles later on, and then I used Bake->Retopo->per pixel (no baking) to import the mesh to paint room with the following options. uvsets_retopo.png I didn't enable Import Tiles as UV Sets, because all UVs were created inside 3D-Coat and therefore they are all inside 1001 UDIM tile (though all UVs are nicely spread over 1001-1006 UV sets). Now, in the paint room I get this: paint_room_materials_uvsets.png There are three problems here: 1) One empty UV-set was added out of thin air. As you can see on the screenshot - it's empty. 2) All materials are named "1001". 3) There's one material named after the filename and it's empty. There is also an object with the same name which is also empty. Both are added automatically when the scene is opened and they seem to be necessary for baking, because if I delete them and then attempt to bake, the process falls into, what seems to be, an infinite loop (with progress bar displayed on the screen forever). This is not new, as I have seen it in previous versions. When I attempt to export the model with Export UV Sets as Tiles flag marked, then instead of putting each UV set into a separate tile (which I'm pretty sure is how it worked in the past) 3D-Coat puts all UV sets into 1001 tile. export_uv_sets_as_tiles.jpg As a temporary solution, while in 3DC, rename the tiles to be the UDIM ID you want it to be at, and then export. That might work. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 17, 2015 Author Report Share Posted August 17, 2015 4.5.14 - fixed problem with floating undocked windows. - measure scale fixed - freeze related to udim fixed I very hope it is stable build. 3 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted August 17, 2015 Contributor Report Share Posted August 17, 2015 (edited) As a temporary solution, while in 3DC, rename the tiles to be the UDIM ID you want it to be at, and then export. That might work. I already tried this Javis, but thanks anyway. 4.5.14 - fixed problem with floating undocked windows. - measure scale fixed - freeze related to udim fixed I very hope it is stable build. Andrew, did you receive my e-mail regarding baking problems in 4.5.12A by any chance? The one with a simple UDIM setup? Edited August 17, 2015 by ajz3d Quote Link to comment Share on other sites More sharing options...
Javis Posted August 17, 2015 Report Share Posted August 17, 2015 I already tried this Javis, but thanks anyway. Andrew, did you receive my e-mail regarding baking problems in 4.5.12A by any chance? The one with a simple UDIM setup? Sorry man. Hope Andrew can fix this. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted August 17, 2015 Contributor Report Share Posted August 17, 2015 Sorry man. Hope Andrew can fix this. Ah, I didn't notice the last entry in the changelog. I just installed 4.5.14 and it turns out that in this build Andrew not only has fixed freeze issues related to UDIM baking, but also exporting UV sets to UDIM tiles and an issue with phantom material & object! Also, those floating windows are gone. Many thanks Andrew!!! Remarkable work! The build looks very promising. 1 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted August 17, 2015 Contributor Report Share Posted August 17, 2015 (edited) Andrew, I have noticed that in build 4.5.14 when you have more than one material in the scene and wish to import an external curvature maps for those layers, something strange is happening. Let me explain. In the past builds when you wanted to import curvature maps, you simply selected one of the regular paint layers (just to be on the safe side) and you went to Textures->Import->External Curvature. Then you selected the file and upon loading it you had to select a material to which you wished to apply the map to. A new curvature layer for each curvature map you imported was created. Now in build 4.5.14, the first time you import the external curvature map and select the material to apply the map to, you get the CurvatureMap(Auto) layer. The next curvature map you import goes right into the layer you have currently selected and not into another - new curvature layer. What is important, is that this second layer is not treated as curvature layer by SmartMaterials. Okay, selecting CurvatureMap(Auto) and importing multiple external curvature maps into it seems to solve the issue. Fortunately, they do not overwrite each other. Edited August 18, 2015 by ajz3d Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted August 19, 2015 Contributor Report Share Posted August 19, 2015 So far so good , it has some tiny bugs and users requests , but it can be a stable in my opinion. Congats. Quote Link to comment Share on other sites More sharing options...
Advanced Member pbowmar Posted August 20, 2015 Advanced Member Report Share Posted August 20, 2015 One of 3DC's big advantages is the frequent builds and bugfixes, which are awesome! A small request: could the Linux (and OSX too) builds be put on the Google Drive share please? From the pilgway.com site I get maybe 200KB/s, but from Google I get 3.5MB/s Now that 3DC is 500mb, it takes a while to DL. Not a big deal but if possible would be appreciated! Cheers, Peter B 212 Quote Link to comment Share on other sites More sharing options...
Taros Posted August 20, 2015 Report Share Posted August 20, 2015 What happend to the symmetry in Retopo Room in v.14? I have strange problems with - Viewport refreshing after using "Make symmetrical copy of the layer" in virtual mode It seems only to work in Brush mode. This is a major bug! Quote Link to comment Share on other sites More sharing options...
Taros Posted August 20, 2015 Report Share Posted August 20, 2015 Another one: When using "Conform retopo mesh" then all works fine with the retopo while moving a voxel object. But when using UNDO, then the retopo will not be placed to the origin location. EDIT: You have to use undo twice, then it seem to work. (I guess, the undo is different from the one in retopo room). This undo should work simultanously please: In voxel room AND in retopo. This is really important for some situations. To the audience:Test the undo features as often as you can please. There are a lot of small and big issues with undo in 3D-Coat. Andrew is really thankful when you find such things. Undo is one of the most important elements. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted August 20, 2015 Contributor Report Share Posted August 20, 2015 Another one: When using "Conform retopo mesh" then all works fine with the retopo while moving a voxel object. But when using UNDO, then the retopo will not be placed to the origin location. EDIT: You have to use undo twice, then it seem to work. (I guess, the undo is different from the one in retopo room). This undo should work simultanously please: In voxel room AND in retopo. This is really important for some situations. To the audience: Test the undo features as often as you can please. There are a lot of small and big issues with undo in 3D-Coat. Andrew is really thankful when you find such things. Undo is one of the most important elements. Undo issues confirmed. What i really don't understand us why small things brake on each build although it seems that Andrew is not working on them or even touch them at all. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 20, 2015 Report Share Posted August 20, 2015 why small things brake on each build although it seems that Andrew is not working on them or even touch them at all because the code need a rebuild. This is a high priority task on Andrew schedule and he is waiting to get a stable build to begin it. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted August 20, 2015 Contributor Report Share Posted August 20, 2015 That was in my mind as well. Thank you for the clarification Carlos. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 20, 2015 Author Report Share Posted August 20, 2015 What happend to the symmetry in Retopo Room in v.14? I have strange problems with - Viewport refreshing after using "Make symmetrical copy of the layer" in virtual mode It seems only to work in Brush mode. This is a major bug! Actually same exists in "stable" 4.5.03. 3D-Coat become so huge and deep that some issues are remaining invisible for many months... Anyway I set 4.5.14 as stable, at least it is better than 4.5.03. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted August 20, 2015 Contributor Report Share Posted August 20, 2015 Wise decision , wish you the very best with code rebuild. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted August 20, 2015 Reputable Contributor Report Share Posted August 20, 2015 What happend to the symmetry in Retopo Room in v.14? I have strange problems with - Viewport refreshing after using "Make symmetrical copy of the layer" in virtual mode It seems only to work in Brush mode. This is a major bug! I think Symm Copy should be disabled or a warning should appear if you click on it while Virtual Mirror mode is on....because the user is sending the application two conflicting commands. When you have Virtual Mirror mode on (it should be placed in the Toolbar, not hidden in the Retopo menu), you are telling 3D Coat that you DO NOT want real geometry across the symmetry plane....not yet, anyway. When you leave it active AND hit Symm Copy, that is a contradictory command. No wonder it's buggy. It confuses the heck out of the application. It's like one parent telling their kid to go to sleep, and the other telling them to go to the living room and do their (school) homework. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted August 20, 2015 Contributor Report Share Posted August 20, 2015 Good point! Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted August 21, 2015 Contributor Report Share Posted August 21, 2015 (edited) 1) Generally, 4.5.14 seems to be a very stable build, but it keeps resetting my Paint Room page layout. I can restore my layout with Windows->Restore This Page Layout, but every time after I quit 3D-Coat and launch it again, I am presented with the default page layout again. I don't know if other rooms are affected because my work is limited mostly to texturing at the moment. 2) I'm not able to change tabs on floating Brush Alphas window while the Smart Materials window is open. Whenever I click one of Alphas tab buttons, I am presented with a message at the bottom of the screen which says: Please close Smart Material Editor to perform this operation I understand that this isn't a bug, but what I don't understand is why I cannot perform this operation while this window is open? I like to keep the S.M. Editor window open to temporarily tweak a colour or do some other alterations to the material without making them permanent. Closing the editor window just to change a brush alpha means that I either have to loose all changes that I made to the material, or save it. And both of them are things that I'd like to avoid. Edited August 21, 2015 by ajz3d Quote Link to comment Share on other sites More sharing options...
Taros Posted August 21, 2015 Report Share Posted August 21, 2015 Actually same exists in "stable" 4.5.03. 3D-Coat become so huge and deep that some issues are remaining invisible for many months... Anyway I set 4.5.14 as stable, at least it is better than 4.5.03. No problem. You have to decide such things. I just wanted to mention it. Thx. I think Symm Copy should be disabled or a warning should appear if you click on it while Virtual Mirror mode is on....because the user is sending the application two conflicting commands. When you have Virtual Mirror mode on (it should be placed in the Toolbar, not hidden in the Retopo menu), you are telling 3D Coat that you DO NOT want real geometry across the symmetry plane....not yet, anyway. When you leave it active AND hit Symm Copy, that is a contradictory command. No wonder it's buggy. It confuses the heck out of the application. It's like one parent telling their kid to go to sleep, and the other telling them to go to the living room and do their (school) homework. 1 Quote Link to comment Share on other sites More sharing options...
Member bocs Posted August 23, 2015 Member Report Share Posted August 23, 2015 Can someone tell me what setting to change or what i'm missing? I can't seem to paint SOME of the pixels on the edge of UV shells. Arrows shows the artifacts of the pixels I can't paint. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 23, 2015 Author Report Share Posted August 23, 2015 4.5.15 - fixed Symm copy in retopo tool - uniform movement in FPS mode Really cosmetic changes. This is expected to be stable build. 1 Quote Link to comment Share on other sites More sharing options...
Taros Posted August 23, 2015 Report Share Posted August 23, 2015 A german user who is not speaking english well has extreme problems in the surface mode of v4.5.14. The bug appears randomly. Here is the post with images: http://3d-coat.com/forum/index.php?showtopic=18215 Quote Link to comment Share on other sites More sharing options...
Taros Posted August 24, 2015 Report Share Posted August 24, 2015 A german user who is not speaking english well has extreme problems in the surface mode of v4.5.14. The bug appears randomly. Here is the post with images: http://3d-coat.com/forum/index.php?showtopic=18215 Some more infos after talking with the user. - The user is switching between voxel and surface mode to use some of the special mode tools like pinch. - When using undo / redo then the artefacts appears. I have tested it with a sphere. It was not easy to reproduce it, bebause it needs a lot tweaks and undos / redos but sometime gaps eppear between some faces in the surface mode. Best wishes Chris Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted August 24, 2015 Reputable Contributor Report Share Posted August 24, 2015 4.5.15 - fixed Symm copy in retopo tool - uniform movement in FPS mode Really cosmetic changes. This is expected to be stable build. Thanks Andrew, but could you please make sure that each build goes on the Google Drive FIRST. 4.5.15 is not on the Google Drive and the standard link is slower than frozen molasses. Slower than 1990's Dial-Up, slow. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted August 24, 2015 Reputable Contributor Report Share Posted August 24, 2015 ....nevermind. After looking at the G-Drive again, I can see they are there. What threw me off was some 4.5.14 links on the end, where the latest builds are usually on the very end. Quote Link to comment Share on other sites More sharing options...
Member ab3d Posted August 25, 2015 Member Report Share Posted August 25, 2015 Is Project Scale 100% etc (for use in external editors) back in? Quote Link to comment Share on other sites More sharing options...
Member Crush Posted August 27, 2015 Member Report Share Posted August 27, 2015 Thank you Andrew for reintroducing the old style quick quadrangulation method in 4.5.15! Quote Link to comment Share on other sites More sharing options...
Advanced Member Grimm Posted August 27, 2015 Advanced Member Report Share Posted August 27, 2015 I just wanted to say a big thank you to the developers on how quickly the updated versions for Linux and MacOS are coming out. It's awesome, thank you! Jason Quote Link to comment Share on other sites More sharing options...
Taros Posted August 28, 2015 Report Share Posted August 28, 2015 Is Project Scale 100% etc (for use in external editors) back in? What do you exactly mean? Quote Link to comment Share on other sites More sharing options...
Member ab3d Posted August 28, 2015 Member Report Share Posted August 28, 2015 What do you exactly mean? This is missing from the latest version, i had to revert to an older build. 1 Quote Link to comment Share on other sites More sharing options...
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