Reputable Contributor AbnRanger Posted December 14, 2015 Reputable Contributor Report Share Posted December 14, 2015 Thanks for the major update, Andrew. Lot's of really helpful stuff in there. 2 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted December 14, 2015 Contributor Report Share Posted December 14, 2015 ahahahahahahahahaahahh Quote Link to comment Share on other sites More sharing options...
Member WillBellJr Posted December 14, 2015 Member Report Share Posted December 14, 2015 (edited) I was looking forward to the next update after .23 in the hopes that with the drag / drop of images to the various texture slots for smart materials would have had that issue with requiring the use of Alt-Tab for it to work to be eliminated since it was discovered to be what the problem was. Now when I attempt to drop an image over the Smart Material color slot Alt-Tab or not, the cursor remains an X and it appears drag / dorp is no longer supported at all?? What happened? -Will Edited December 14, 2015 by WillBellJr Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted December 14, 2015 Contributor Report Share Posted December 14, 2015 Works fine here Will. Unistall and re install my friend. Quote Link to comment Share on other sites More sharing options...
Member tomtm Posted December 14, 2015 Member Report Share Posted December 14, 2015 Hi, since the .25 Update I miss the Split Tool in the Voxel-Room. Can someone confirm, how can I activate it again? 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted December 14, 2015 Contributor Report Share Posted December 14, 2015 Tom is correct. Split tool is missing. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 15, 2015 Report Share Posted December 15, 2015 Object > Split is working fine here 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted December 15, 2015 Reputable Contributor Report Share Posted December 15, 2015 (edited) Object > Split is working fine here Split Tool is present and working in my beta version 4.5.25 64 bit non-cuda... OpenGL and DX. Voxel and surface mode... Ah, the old happening for some users and not others, always a tough nut to crack. EDIT: I do not use the icons but text in the left toolbar... Maybe a icon problem? Split also appears in the space bar popup menu... A big thank for the warning message about removing the duplicate mesh in the paint room before re-baking... I might suggest this phase "Remove Duplicate from Paint Room" for the sake of clarity. Edited December 15, 2015 by digman 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Britain Posted December 15, 2015 Advanced Member Report Share Posted December 15, 2015 (edited) Missing split tool in voxel, its in surface. DX ,GL and and associated Cuda Edited December 15, 2015 by Britain 1 Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted December 15, 2015 Author Report Share Posted December 15, 2015 Regarding Split - my fault, I was separating beta tools and stable tols and missed it. Two tools are missing - Split and Fit. Use Edit->Prefs->Show beta tools (check) and reboot coat. I will reupload Coat to fix it by default. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted December 15, 2015 Contributor Report Share Posted December 15, 2015 Now i see why Don put the O BOY image!!! New retopo tools!!!! after enabling the the beta tools!!!!! as Andrew suggested. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted December 15, 2015 Reputable Contributor Report Share Posted December 15, 2015 (edited) Another big thank you for the below... Andrew you the Man! 1. Free extrude command in select/edges retopo toolset 2. In retopo->edges->tranform ENTER will commit extrusion as well as in faces mode. Regarding the second feature, I can extrude with the transform tool either edges or faces, press enter, then just rinse and repeat to keep extruding new polygons... Edited December 15, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted December 15, 2015 Author Report Share Posted December 15, 2015 But be careful with new "beta" tools. They are very beta, especially in retopo area. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted December 15, 2015 Contributor Report Share Posted December 15, 2015 Yeah , figured this out but still extremely excited to have them. Quote Link to comment Share on other sites More sharing options...
Member Frimasson Posted December 15, 2015 Member Report Share Posted December 15, 2015 The Edit / Preferences menu is gone in 4.25 ? Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted December 15, 2015 Contributor Report Share Posted December 15, 2015 Its there. Kindly unistall and install if you dont see it at all. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted December 15, 2015 Author Report Share Posted December 15, 2015 Updated to 4.5.25A just to make Split/Fit accessible in non-beta mode. 3 Quote Link to comment Share on other sites More sharing options...
Member WillBellJr Posted December 15, 2015 Member Report Share Posted December 15, 2015 Don't believe I've ever uninstalled / reinstalled these updates before, but if that fixes it, so be it... As a side note, before 3DC "when PBR", there used to be 2 "rock" materials (they were "spotted gray & brown"), I no longer see those materials now - I used to use them when creating asteroids for my game. Is there a way to recover those, I used to depend on them a lot, for example: -Will 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 15, 2015 Reputable Contributor Report Share Posted December 15, 2015 Don't believe I've ever uninstalled / reinstalled these updates before, but if that fixes it, so be it... As a side note, before 3DC "when PBR", there used to be 2 "rock" materials (they were "spotted gray & brown"), I no longer see those materials now - I used to use them when creating asteroids for my game. Is there a way to recover those, I used to depend on them a lot, for example: -Will If you have the old MyDocuments/3D Coat V4 folder, you should be able to copy the shaders folder and paste it into the 4.5 one. I also think many of those shaders are still available from the mainpage > Download > Resources. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member JoseConseco Posted December 15, 2015 Advanced Member Report Share Posted December 15, 2015 There seems to be 2 new bugs in beta 25: - when adding mesh to layer, two duplicates of same mesh are created (sculpt room) - there are artifacts on mesh when using LC General Clay brush Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted December 15, 2015 Reputable Contributor Report Share Posted December 15, 2015 (edited) There seems to be 2 new bugs in beta 25: - when adding mesh to layer, two duplicates of same mesh are created (sculpt room) - there are artifacts on mesh when using LC General Clay brush Beta version 4.5.25 Windows 7 64 bit non-cuda, opengl. Confirmed on getting artifacts when using the LC General Clay brush... (default settings) Edited December 15, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Advanced Member JoseConseco Posted December 15, 2015 Advanced Member Report Share Posted December 15, 2015 I added mesh display bug on mantis: http://3d-coat.com/mantis/view.php?id=2062 How about inserting new mesh into layer? Can you recreate it too? Also I had problem, when importing second normal texture, to paint room. They seems ok, but when I switch 'relief only' shaded model normals seems inverted. And they are exported inverted too (but. I use blender preset at import time - for normal) Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted December 15, 2015 Reputable Contributor Report Share Posted December 15, 2015 (edited) @Jose... Could you explain more about inserting a new mesh to a layer... maybe show a picture... Not sure if you are talking about importing a new mesh to a layer, adding a primitive, models panel, cloning etc... Was the external normal map created in blender? Not enough information for testing... more details needed. If possible share the 3DC file and external normal map for testing. You could pm me with a link to download... Edited December 15, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Member WillBellJr Posted December 15, 2015 Member Report Share Posted December 15, 2015 If you have the old MyDocuments/3D Coat V4 folder, you should be able to copy the shaders folder and paste it into the 4.5 one. I also think many of those shaders are still available from the mainpage > Download > Resources. Thanks, AbnRanger, downloaded the nature pack, but that (and the others) didn't have the ones I'm looking for, oh well... -Will 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 15, 2015 Reputable Contributor Report Share Posted December 15, 2015 Thanks, AbnRanger, downloaded the nature pack, but that (and the others) didn't have the ones I'm looking for, oh well... -Will Did you try the ones on this page? http://3d-coat.com/download/resources/file-list/?tx_neofileshare_pi4[cat]=4 And to be honest, I' just go into the Paint room and use the PBR materials to paint them on...use the Fill tool and with a single click it will fill the whole object. It will look a lot better than those old shaders. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted December 15, 2015 Contributor Report Share Posted December 15, 2015 If i make you a couple pbr ones are they going to be useful to you? Quote Link to comment Share on other sites More sharing options...
Advanced Member JoseConseco Posted December 15, 2015 Advanced Member Report Share Posted December 15, 2015 (edited) @Jose... Could you explain more about inserting a new mesh to a layer... maybe show a picture... Not sure if you are talking about importing a new mesh to a layer, adding a primitive, models panel, cloning etc... Was the external normal map created in blender? Not enough information for testing... more details needed. If possible share the 3DC file and external normal map for testing. You could pm me with a link to download... About importing mesh, I figured out what is happening. Basically when I has symmetry enabled and I want to import tool (from left toolbar, or space menu) 3dc is creating 2 copies of mesh. And if I have option 'import as child' enabled, 3dc is creating left copy for parent layer, right copy for child layer: Also I finally get it, why sometimes putting simple sphere on center of scene fails. If I have symmetry enabled 3d coat is booleaning left and right copy, which are overlapping 100%, and that is why it fails to create sphere (because boolean fails). I wish Andrew prevented this, by checking obj. position on mesh addition. So if object x position is ==0, then just make one copy, without boolean, else make right and left copy, with boolean. And if 'import as child' is enabled just put both copies into single child layer (not one to child, one to parent layer, like it is now). About importing normals, sorry I can't share the file. But basically, when I import second normal (from external file) 3dc messes up green chanel display in 'relief only' display mode. And if I export my uv painted object, throught file-> export obj & textures, normal green channel is flipped too. Edited December 15, 2015 by JoseConseco Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted December 16, 2015 Reputable Contributor Report Share Posted December 16, 2015 (edited) @jose So far I am not encountered any normal map problems when importing an external normal map using the Blender setting when importing under the Textures menu. My 3DC normal map preset setting in Preferences is setup up for Blender atm as I am working on a Blender render. If my normal map settings was in preferences setup for UnReal, then I would convert the normal map say from Blender to that same setting when importing the normal map from the textures menu. I am only guessing here as your workflow details have not included where the normal map came from, What program / game engine the normal map is to be rendered in, your 3DC preferences for normal maps, or if you are converting the normal map to that same setting when importing. Maybe a NDA agreement prevents this information. ATM a little hard to tell if it is a bug or not in the newest beta. I am a user like you and answer problems at the fourm when I have time, so the more detailed information you give, the less time I have to spend figuring things out... Edited December 16, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted December 16, 2015 Contributor Report Share Posted December 16, 2015 Tested smart materials changes Andrew did all day long , all working as they should. Great job. Quote Link to comment Share on other sites More sharing options...
Advanced Member JoseConseco Posted December 16, 2015 Advanced Member Report Share Posted December 16, 2015 digman, I tried to recreate this bug in simple scene and I couldn't so I will skip reporting this for now. Anyway thanks for your time. Michaelgdrs greate to hear that. 1 Quote Link to comment Share on other sites More sharing options...
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