Contributor ajz3d Posted January 13, 2016 Contributor Report Share Posted January 13, 2016 (edited) 4.5.25A Symm Copy result: Surface mode, Z-Axis symmetry. Copying from Z+. --- Decimation, Clean Surface, Weld Vertices, also cause similar issues (with symmetry on or off). Probably 3D-Coat corrupted my surface layer somewhere along the road. --- Same with Tangent Smoothing. Edited January 13, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted January 14, 2016 Reputable Contributor Report Share Posted January 14, 2016 (edited) While we are on the subject of mesh corruption. Version beta 4.5.25 Non cuda 64 bit, GL, Windows 7 64 bit. Voxel Mode. Extrude brush with the Stamp Drag "X" tool from the e-panel Drag to place your Alpha stamp. Click Undo Blam, big time mesh corruption on the Stamp extrusion. It only undo parts of the mesh. Edited January 14, 2016 by digman Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted January 14, 2016 Contributor Report Share Posted January 14, 2016 (edited) I'll try to reproduce it. --- Regarding corruption from my post, tools that I were using are: When layer was in voxel mode: - Symmetry: Radial 16x (later 12x) + additional Z-plane - Move, Build, Fill, Clay Then after conversion to surface: - Similar symmetry settings. Sometimes symmetry off only to temporarily turn on Z-plane for Symm Copy operation - Move, LC Inflate (or what it's called, I'm not near my computer ATM), amForm, amSharp, LC CleanClay (decimate), Fill, LC Extrude, Pose - Tangent Smoothing 25x - Strong and Bump Smoothing These are those that I remember. I made duplicates of my layer as I progressed further into details. I fixed the layer by converting it to super hi-res voxel volume and back to surface again. Makes me wonder why tools like Clean Surface are useless in fixing corrupted surfaces. --- Andrew has fixed the CTRL+M bug. Edited January 14, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted January 14, 2016 Contributor Report Share Posted January 14, 2016 (edited) And once again my VoxTree layer got corrupted when I was working in surface mode. Same symptoms. --- Yet another problem. I call them "air pockets". They form up from time to time in brushed areas and are hard to remove: Some of them are disconnected from the outer surface and float freely inside the mesh: This happens on a mesh that was freshly converted from voxels. After some LC brushing. The only reasonable way of removing those disconnected bubbles that I can think of, is to use Powerful Smoothing because it welds nearby vertices. --- OK, this is ridiculous. There's no way I can hunt them all: Edited January 14, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted January 14, 2016 Contributor Report Share Posted January 14, 2016 (edited) Merge Visible (no-booleans) crashes 3D-Coat (after long calculation time) if merged objects are instances. I suggest to automatically call Un-Instance for visible objects before running the operation. --- Clone tool for voxels sometimes causes infamous Out of Memory error even though lots of memory is still available. This occurs randomly. Just a moment ago 3D-Coat crashed when I was attempting to clone a fragment of a voxelized 18M mesh. Next time I used it, on a similar fragment of the same mesh - it worked. Edited January 14, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted January 15, 2016 Author Report Share Posted January 15, 2016 4.5.26 [beta] - Big and important! Anti-atiased painting introduced everywhere - vertex paintg, ppp, mv, ptex. It is applied to stencils, materials, brushes, text, curved pictures. See examples (stencils) - https://t.co/zI9lOpLUBt , text - https://t.co/iLTQsmmaik - Export of metallness is possible in gloss/specular color workflow as well. - Export dialog got controls to correct exported textures via gamma and curves correction (preparing to make good presets for all renders). - Move via brush tool in retopo room will not snap vertex to cursor position even if thre is only one vertex in brush. - Contours for cutting may be saved in UV and Retopo rooms, look in Commands->Save contour. Files may be saved as EPS or DXF. It is very useful for real thing production - like shoes or acryl details. 6 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted January 15, 2016 Contributor Report Share Posted January 15, 2016 THANK YOU FOR THE EXPORT DIALOG PRESETS Quote Link to comment Share on other sites More sharing options...
PolyHertz Posted January 15, 2016 Report Share Posted January 15, 2016 (edited) Yay, texture export curve correction! Definitely going to be using that. I also posted this on the previous page, but can we get the bug fixed where random UI windows become undocked whenever importing via an applink? It's seriously annoying. Edited January 15, 2016 by PolyHertz Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted January 15, 2016 Contributor Report Share Posted January 15, 2016 Bug When dragging textures for creating smart materials it crashes 3d coat randomly. It may crash on normal, or metallness , or albedo. Last 5 hours i am creating smart materials with the previous version and all good. With the latest beta its crashing , tried to recreate previous smart materials with textures that i used before and it crashes again (so i eliminate the fact that my textures had an issue. Send a bug report as well. Quote Link to comment Share on other sites More sharing options...
Javis Posted January 15, 2016 Report Share Posted January 15, 2016 the clip mask feature is pretty handy . i wish there as a visual way to see which layers have a clip mask and also which mask layer they are using to clip... even something simple like color coded icons or somethingI completely agree. If I were the project manager of 3DC, I would have the developers work only on these kinds of workflow enhancements and bug fixes for a while. Sent from my SM-G900P using Tapatalk Quote Link to comment Share on other sites More sharing options...
Javis Posted January 15, 2016 Report Share Posted January 15, 2016 Thanks for the new build Andrew! Downloading. Sent from my SM-G900P using Tapatalk Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted January 15, 2016 Author Report Share Posted January 15, 2016 Bug When dragging textures for creating smart materials it crashes 3d coat randomly. It may crash on normal, or metallness , or albedo. Last 5 hours i am creating smart materials with the previous version and all good. With the latest beta its crashing , tried to recreate previous smart materials with textures that i used before and it crashes again (so i eliminate the fact that my textures had an issue. Send a bug report as well. Are you dragging them to Material editor slots or to Coat's viewport? 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted January 15, 2016 Contributor Report Share Posted January 15, 2016 Greetings Andrew , I drag the albedo first on the viewport , this works fine. Once it opens the material editor and i start dragging into the slots it crashes. Just rolled back to 4.5.25A and it works fine again. Quote Link to comment Share on other sites More sharing options...
Javis Posted January 15, 2016 Report Share Posted January 15, 2016 I'm getting crashes when attempting to use a SMat. Click the Smat, 3DC crashes. ...And the new AA options with brushes, stencils, etc. is really nice. Thanks Andrew. 1 Quote Link to comment Share on other sites More sharing options...
Javis Posted January 15, 2016 Report Share Posted January 15, 2016 Andrew, I've sent you some crash logs for the SMat crash. Let me know if you need anything else to fix it. 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted January 15, 2016 Reputable Contributor Report Share Posted January 15, 2016 Thanks for the update Andrew. By the way, would it be possible to create an option in the Render Room for a Shadow/Reflection catching ground plane....that functions similar to the DOF plane (where you can adjust the distance/position). We have that in 3ds Max, using the iRay Manager, and it makes setting up a shadow-catching plane a snap. I'm not aware of a hack we could use to catch the shadow from an object so it looks like the model is actually in the scene. Right now the model just looks like it's floating in space, as you can see here. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member polyxo Posted January 15, 2016 Advanced Member Report Share Posted January 15, 2016 Thank you for the introduction of export presets! Some additional suggestions: A check box which toggles export of mesh data was nice.That way one can skip re-export of meshes, in case one has 3DCoat output already loaded into another program and only has the need to move updated textures from the Paint workspace to another program. With this in place I think one could even remove the Texture Export Options in the "Textures" Menu Entry, Was it thinkable to call Export presets from Hotkeys and to suppress the Export dialog? Such could make sense, in case one has 3DC textures already hooked up in another program and has some final paint tweaks to make, with the preview renderer running. 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted January 15, 2016 Reputable Contributor Report Share Posted January 15, 2016 Great update with the Anti-atiased painting, Preset Export options and gamma correction... @polyxo, I would not go so far in saying remove the Texture export options under the Textures Menu... 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted January 15, 2016 Reputable Contributor Report Share Posted January 15, 2016 Thank you for the introduction of export presets! Some additional suggestions: A check box which toggles export of mesh data was nice.That way one can skip re-export of meshes, in case one has 3DCoat output already loaded into another program and only has the need to move updated textures from the Paint workspace to another program. With this in place I think one could even remove the Texture Export Options in the "Textures" Menu Entry, Was it thinkable to call Export presets from Hotkeys and to suppress the Export dialog? Such could make sense, in case one has 3DC textures already hooked up in another program and has some final paint tweaks to make, with the preview renderer running. Agreed. Corona has some kind of update mechanism where simply re-exporting the file (overwriting the current one) will instantly change the materials and update those changes in the preview render. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 15, 2016 Report Share Posted January 15, 2016 Ranger feel free to add a +1 0001825: Its possible to add an option: “infinite floor” look ? Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted January 15, 2016 Advanced Member Report Share Posted January 15, 2016 (edited) ...and just happened a second time. Edited January 15, 2016 by wilson66 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member polyxo Posted January 15, 2016 Advanced Member Report Share Posted January 15, 2016 @polyxo, I would not go so far in saying remove the Texture export options under the Textures Menu... Well, I would not insist, but a control which skips meshes on export would effectively make these entries redundant. One could still export single textures or any combination of them and use Presets for each, including preferred file format. Just sayin... Agreed. Corona has some kind of update mechanism where simply re-exporting the file (overwriting the current one) will instantly change the materials and update those changes in the preview render. Yup, several renderers have this, they listen to file changes. Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted January 15, 2016 Advanced Member Report Share Posted January 15, 2016 above crash happened a 3rd time. Too unstable for me, will revert back to the old version. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted January 15, 2016 Author Report Share Posted January 15, 2016 Updated to 4.5.26A to fix crashes. Merging in non-boolean way of instances fixed too. 3 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted January 15, 2016 Contributor Report Share Posted January 15, 2016 Thank you , saved the day one more time. Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted January 15, 2016 Advanced Member Report Share Posted January 15, 2016 Thanks Andrew! Now that was fast. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted January 15, 2016 Reputable Contributor Report Share Posted January 15, 2016 Ranger feel free to add a +1 0001825: Its possible to add an option: “infinite floor” look ? Thanks, Carlos. With the PBR emphasis on Environment Maps, this is practically a MUST HAVE feature. Cause right now, in order to render a turn table with our Environment map as our background, our model has no shadows cast onto the ground, and looks like it's floating in space....rather than actually in that environment. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted January 15, 2016 Reputable Contributor Report Share Posted January 15, 2016 Andrew, you can see an example of this feature in this video (about using the iRay Manager in 3ds Max), starting at the 9:45 minute mark. Quote Link to comment Share on other sites More sharing options...
Advanced Member polyxo Posted January 15, 2016 Advanced Member Report Share Posted January 15, 2016 @ Shadow Catcher – this option would indeed greatly enhance plausibilty in quick shots with 3DC's internal renderer. Here's a thread where I brought this topic up some months ago.This is about as good as I could get, admittedly after a lot of twiddling with imported white groundplanes / setting background to white / using alpha channel. Still quite splotchy shaddows... Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 16, 2016 Report Share Posted January 16, 2016 4.5.26 [beta] Hi Great upgrade ty ! About the new export option: how do you select now the Normal Map Software preset ? Quote Link to comment Share on other sites More sharing options...
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