PolyHertz Posted March 24, 2016 Report Share Posted March 24, 2016 How is the gtx 970 for 3d coat. Was thinking of picking that up. The next generation of Nvidia gpus is going to be shown this coming month, I'd wait before picking up a new one atp. Quote Link to comment Share on other sites More sharing options...
Taros Posted March 24, 2016 Report Share Posted March 24, 2016 I can not use the 8 key for switching to the metalness channel. Does anybody have the same problem? Even if I set the key shortcut anew it does not work. v4.5.32 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted March 25, 2016 Contributor Report Share Posted March 25, 2016 The next generation of Nvidia gpus is going to be shown this coming month, I'd wait before picking up a new one atp. Gtx 980 here overclocked edition , no difference at all from gtx 470. But i noticed massive performance boost since Andrew updated to the new shaders build (cant remember the name). Also tested on gtx 970 and 980 ti of my Boss. No speed difference. Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted March 25, 2016 Contributor Report Share Posted March 25, 2016 I can not use the 8 key for switching to the metalness channel. Does anybody have the same problem? Even if I set the key shortcut anew it does not work. v4.5.32 +1000000 not working. Good call. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member mocaw Posted March 25, 2016 Advanced Member Report Share Posted March 25, 2016 Why is the OSX beta so much slower to download? On the same computer, my windows 3DC beta downloads in 15-20min, on OSX it is taking between 4-8hrs. I'm thinking they are hosted on a different server, but why the bandwidth difference? Quote Link to comment Share on other sites More sharing options...
Advanced Member stusutcliffe Posted March 25, 2016 Advanced Member Report Share Posted March 25, 2016 nogo.jpg I went from Beta 20 to Beta 31 and 32, when I run them all I get is this. What do I do now? B20 still works if I go back to it. ( well ,it did last week ,I have not gone back yet on this attempt.) Grateful for any advice. So , are the latest Betas no go on Vista then? I could do with a definitive answer to this one please. Quote Link to comment Share on other sites More sharing options...
Member nalan520 Posted March 26, 2016 Member Report Share Posted March 26, 2016 Geometry---Visibility/ghosting---Isolate,Click the button was right,but If you use shortcut key this functions will not work. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted March 26, 2016 Contributor Report Share Posted March 26, 2016 (edited) So , are the latest Betas no go on Vista then? I could do with a definitive answer to this one please. Looks like it. Same problem on my laptop (Vista 32-bit). It's either CloseGestureInfoHandle (for DX versions) or SetGestureConfig (for GL versions). Both in USER32.dll. What is going on? Edited March 26, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 27, 2016 Author Report Share Posted March 27, 2016 4.5.33 [beta] - Shaders updated, correct rendering in render room, good sss for sculpt objects. See screenshots: - Extrude faces, extrude vertices, Intrude, Shell implemented for retopo/select/faces mode. - RMB->Share item/folder works correctly for PBR materials- If "Material preview" window is collapsed it will not pop-up again when you are switching rooms. 6 Quote Link to comment Share on other sites More sharing options...
Advanced Member erklaerbar Posted March 27, 2016 Advanced Member Report Share Posted March 27, 2016 i would love to see some development towards artificial intelligence. For example it would be a blast if you could implement something like automatic 3d face extraction from small res videos. Newest paper on that is amazing and can be seen here in action: Quote Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted March 27, 2016 Advanced Member Report Share Posted March 27, 2016 Wow, That is some really nice looking SSS...I've got to try this out and do some tests! Keep up the great work Andrew and the rest of the team! -G Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted March 28, 2016 Contributor Report Share Posted March 28, 2016 Great update Andrew Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted March 28, 2016 Contributor Report Share Posted March 28, 2016 A hidden retopo group, that lies on the same UV-set as the retopo group I'm currently working on, regularly gets its UVs all screwed up. What I mean by that, is that the UVs of this hidden group get somehow reapplied per-face, and I end up with 2096 separate UV islands. Last time it happened was right after I unwrapped the UV-set. Oh, and I'm experiencing this in 4.5.32 and 4.5.33. Quote Link to comment Share on other sites More sharing options...
Member fuzzzzzz Posted March 28, 2016 Member Report Share Posted March 28, 2016 4.5.33 [beta] - Shaders updated, correct rendering in render room, good sss for sculpt objects. See screenshots: - Extrude faces, extrude vertices, Intrude, Shell implemented for retopo/select/faces mode. - RMB->Share item/folder works correctly for PBR materials - If "Material preview" window is collapsed it will not pop-up again when you are switching rooms. Thanks you Andrew, for the update . I would as a reminder to redirect you on this old feature request i made long time ago : http://3dcoat.com/forum/index.php?showtopic=17329 the reason that make me purchase for a Zbrush license and never come back to 3dcoat. just had a try with the latest 4.5 33 but exact sample problem, i just try to setup the lattice and i did something wrong i can't to undo and the masking can be reverted... Another thing i hate with 3Dcoat is the confusion with symmetry tool, it create new polygons that are hidden into the model you must to clean up disabling the sym and then delete one complete model side, and if, all the vertices are no longer exactly at 0.000 on the symmetry axis. you try to select them and move them all to snap the 0, using numeric dialog from the transform option panel, but it don't move each point to 0 on the sym axis, the other that were good before will being wrong after that. This issue with symmetry happens since the first build i try when i purchase for a license of 3dcoat, i ever had some issue with every model i made with 3dcoat. you should really polish Andrew. every time i notice there is new beta version, that looks great, few hour later someone report for a new major bug , basically when you read the detail of the bug, it make me think that the version is not a version that can be use, ust to prevent from some various bug that could happen at anytime, so finally i download the new version and i never install it because someone report a bug. It all about the frequency of the release of a new beta versions, that has good point to get new version every weeks. but you should consider that you make a private beta, that you share with some guy from this forum, and when all reported bug get fixed, you can release a public beta version that make more sense. Many in the software editor delivers beta version that people use in production. when pixologic release a version there is no bug at all, or so less that we can survive for many month without any patch fix. so as customer and as the beta version is a service offered to the customer i would like to have the possibility to work with more recent build but that has a better stability. What do you think ? sharing this with you is only some kind of help to make more people happy with 3dcoat.. Best regards, Nicolas sorry for being rough like that, but i d to let you know about This a core tools, for any modeling app, and if that doesn't work well, you can have the best feature ever, 3dcoat is just painful to work with, i hope it change, but i will not upgrade to V5. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 28, 2016 Author Report Share Posted March 28, 2016 A hidden retopo group, that lies on the same UV-set as the retopo group I'm currently working on, regularly gets its UVs all screwed up. What I mean by that, is that the UVs of this hidden group get somehow reapplied per-face, and I end up with 2096 separate UV islands. Last time it happened was right after I unwrapped the UV-set. Oh, and I'm experiencing this in 4.5.32 and 4.5.33. Is there way to reproduce? Or send me scene. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted March 28, 2016 Report Share Posted March 28, 2016 Always happy to see an update! Quote Link to comment Share on other sites More sharing options...
Advanced Member dimitribastos Posted March 28, 2016 Advanced Member Report Share Posted March 28, 2016 4.5.33 [beta] - Shaders updated, correct rendering in render room, good sss for sculpt objects. See screenshots: - Extrude faces, extrude vertices, Intrude, Shell implemented for retopo/select/faces mode. - RMB->Share item/folder works correctly for PBR materials - If "Material preview" window is collapsed it will not pop-up again when you are switching rooms. Amazing. Thanks. Is there a way to implement SSS on panting workflow? Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted March 28, 2016 Contributor Report Share Posted March 28, 2016 I've yet to understand how SSS works (EDIT: ok found it, I expected it to work with another shader with the SSS setting) but the cavity/bulge RealTime when sculpting is a stroke of genius. Thanks ! 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 28, 2016 Reputable Contributor Report Share Posted March 28, 2016 I've yet to understand how SSS works (EDIT: ok found it, I expected it to work with another shader with the SSS setting) but the cavity/bulge RealTime when sculpting is a stroke of genius. Thanks ! By the way Beat...some of the issues with exploding meshes, you mentioned in the past, may have been addressed 3 builds ago. I had similar issues but it seemed related to using UNDO. I was able to reproduce the problem twice in about 20 minutes, had it recorded and sent to Raul. He supposedly fixed it. You may want to experiment with it a bit and see if it resolves your problems or not. 1 Quote Link to comment Share on other sites More sharing options...
Taros Posted March 28, 2016 Report Share Posted March 28, 2016 Bug: No free transform possible after face normal extrude. Try to transfor new extruded face. It is possible in normal direction only! Please fix this. Or do I something wrong? Additionally: Vertex normal extrude seem to be the same like face normal extrude. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted March 28, 2016 Contributor Report Share Posted March 28, 2016 In Retopo: "RFill works a treat! Compared to Cap, it gives quads. Very handy. 1 Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted March 28, 2016 Contributor Report Share Posted March 28, 2016 By the way Beat...some of the issues with exploding meshes, you mentioned in the past, may have been addressed 3 builds ago. I had similar issues but it seemed related to using UNDO. I was able to reproduce the problem twice in about 20 minutes, had it recorded and sent to Raul. He supposedly fixed it. You may want to experiment with it a bit and see if it resolves your problems or not. I may confirm this soon. Started doodling to test the new cavity/bump/SSS changes on shaders. This is really nice to work with (especially with SSS I've been waiting for ages) . 8 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted March 28, 2016 Contributor Report Share Posted March 28, 2016 Is there way to reproduce? Or send me scene. I succeeded in reproducing the bug every time with my scene. The issue appears to be caused by Apply Symmetry to Current Layer. Before I use this operation on a currently selected retopo group, all UVs from a current UV set unwrap correctly. However if I apply the symmetry, it affects other retopo groups from a given UV set by "fragmenting" their UVs. Seams created this way cannot be removed neither by Mark Seams nor Clear Seams tools, so the corruption is permanent, and the only remedy is to reload either the full scene or overwrite affected retopo groups with their backups. https://www.dropbox.com/s/y1wozo7ctkfrhtt/uv_fragmentation_bug.mp4?dl=1 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted March 28, 2016 Contributor Report Share Posted March 28, 2016 (edited) Andrew, sculpt shaders cannot be applied to VoxTree layers from older .3b files. Those layers need to be converted to voxels or reimported into the tree first. Could you please do something about it? Edited March 28, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted March 28, 2016 Contributor Report Share Posted March 28, 2016 I succeeded in reproducing the bug every time with my scene. The issue appears to be caused by Apply Symmetry to Current Layer. Before I use this operation on a currently selected retopo group, all UVs from a current UV set unwrap correctly. However if I apply the symmetry, it affects other retopo groups from a given UV set by "fragmenting" their UVs. Seams created this way cannot be removed neither by Mark Seams nor Clear Seams tools, so the corruption is permanent, and the only remedy is to reload either the full scene or overwrite affected retopo groups with their backups. https://www.dropbox.com/s/y1wozo7ctkfrhtt/uv_fragmentation_bug.mp4?dl=1 Update: This is NOT limited to a single UV set. What I did just a moment ago was that I moved my current retopo group to a separate UV set, applied symmetry to it, and what I found out is that the retopo group, that was previously on the same UV set, got corrupted. Andrew, I'll send you the scene. I'll just have to shrink it down a bit because it's over 1GB. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted March 28, 2016 Contributor Report Share Posted March 28, 2016 (edited) Andrew, I sent you an e-mail regarding that UV (and geo) issue. --- @Beat, top notch "doodles". Jolly good show! --- REGRESSION: Andrew, the red circle manipulator that is used for determining a sphere primitive's diameter... It does not work in 4.5.33. To reproduce, enter Primitives tool and select a sphere. Grab the red circle and resize it. Edited March 28, 2016 by ajz3d 1 Quote Link to comment Share on other sites More sharing options...
Member PixelDust Posted March 28, 2016 Member Report Share Posted March 28, 2016 Looks good, BeatKitano! What shader are you using there, and what did you find out about how to use SSS? All I could figure out is that you have to have "use normalmap texture" checked to get the SSS setting to show up. I may confirm this soon. Started doodling to test the new cavity/bump/SSS changes on shaders. This is really nice to work with (especially with SSS I've been waiting for ages) . Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 29, 2016 Reputable Contributor Report Share Posted March 29, 2016 Looks good, BeatKitano! What shader are you using there, and what did you find out about how to use SSS? All I could figure out is that you have to have "use normalmap texture" checked to get the SSS setting to show up. Use the SKIN shader. It's different than the others, and isn't reliant on normal map information, You won't see the SSS effect in the Sculpt Room workspace...only in the Render room, when you click on RENDER or the Realtime Render button. 1 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted March 29, 2016 Contributor Report Share Posted March 29, 2016 (edited) You won't see the SSS effect in the Sculpt Room workspace...only in the Render room, when you click on RENDER or the Realtime Render button. You can enable Cast Shadows in the sculpt room for a rough SSS approximation. Edited March 29, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted March 29, 2016 Advanced Member Report Share Posted March 29, 2016 Glad to see you back Beatkitano! 1 Quote Link to comment Share on other sites More sharing options...
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