Contributor ajz3d Posted March 29, 2016 Contributor Report Share Posted March 29, 2016 (edited) Andrew, I'm having a very hard time working with radial symmetry in the retopo room. I have symmetry set to radial on Z-axis and order of 6 and it constantly falls out of synchronization when I create new geometry. What's more, when I hit the Apply Symmetry to Current Layer, it removes a lot of faces from my retopo group and stacks polygons on top of each other, creating a very dirty topology! It's impossible to work with radial symmetry ATM. --- I sent you an e-mail regarding this issue. Edited March 29, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Member PixelDust Posted March 29, 2016 Member Report Share Posted March 29, 2016 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. Thanks! The only skin shader I seem to have is a PBR shader in the paint room, though. I had made a sculpt shader called "Skin" earlier - could that have messed things up? 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) Thanks! The only skin shader I seem to have is a PBR shader in the paint room, though. I had made a sculpt shader called "Skin" earlier - could that have messed things up? Are you sure that you have 3D-Coat version 4.5.33 installed? It has two main sculpt shaders. The new PBR one, which supports SSS among other stuff, and a legacy PicMat one (now called a MatCap). Edited March 29, 2016 by ajz3d 1 Quote Link to comment Share on other sites More sharing options...
Member PixelDust Posted March 29, 2016 Member Report Share Posted March 29, 2016 (edited) Are you sure that you have 3D-Coat version 4.5.33 installed? It has two main sculpt shaders. The new PBR one, which supports SSS among other stuff, and a legacy PicMat one (now called a MatCap). I renamed my old 4.5 user folder and reinstalled, and I see a skin shader now - thanks. Edited March 29, 2016 by PixelDust 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) It says I have 4.5.33 installed. I did do a system restore earlier today, so I may have to reinstall 3D-Coat. Okay, so In sculpt room shaders you should have one called "skin". It has SSS enabled by default and is preconfigured to act as a human skin shader. Edited March 29, 2016 by ajz3d 2 Quote Link to comment Share on other sites More sharing options...
Taros Posted March 29, 2016 Report Share Posted March 29, 2016 New face/vertex extrude: We need a value input field for the extrusion distance like in vox layer. (Important for exact extrusion distance when working with technical parts) Thank you Chris 1 Quote Link to comment Share on other sites More sharing options...
Taros Posted March 29, 2016 Report Share Posted March 29, 2016 Factures: Normalmap values from facture shaders look wrong after baking into paint room. Unfortunately I must switch facture normalmaps off at the moment before bake process. Quote Link to comment Share on other sites More sharing options...
Advanced Member insignet Posted March 29, 2016 Advanced Member Report Share Posted March 29, 2016 (edited) Quick test using the standard sss shader... thrown into render room, instant results. Great work. Edited March 29, 2016 by insignet Quote Link to comment Share on other sites More sharing options...
SERGYI Posted March 29, 2016 Report Share Posted March 29, 2016 So , are the latest Betas no go on Vista then? The compatibility with Windows Vista was temporarily broken in 3D-Coat builds from "4.5.26" to "4.5.33" (tested on 32-bit builds). But the next 3D-Coat build (after "4.5.33") will be compatible with Windows Vista again. 3 Quote Link to comment Share on other sites More sharing options...
Taros Posted March 29, 2016 Report Share Posted March 29, 2016 New face/vertex extrude: We need a value input field for the extrusion distance like in vox layer. (Important for exact extrusion distance when working with technical parts) Thank you Chris We don't need one... I have not noticed for years to press spacebar while clicking a gizmo axis arrow... Quote Link to comment Share on other sites More sharing options...
Taros Posted March 29, 2016 Report Share Posted March 29, 2016 ... Additionally: Vertex normal extrude seem to be the same like face normal extrude. Additionally: Vertex normal extrude seem to be the same like face normal extrude. It is not the same. Works like expected. Quote Link to comment Share on other sites More sharing options...
Member Creator Posted March 29, 2016 Member Report Share Posted March 29, 2016 Hello! How are new versions of 3D Coat? I haven't updated for a while. I'm just curious if there are any showstoppers or very annoying bugs? Quote Link to comment Share on other sites More sharing options...
Advanced Member Tarby Posted March 29, 2016 Advanced Member Report Share Posted March 29, 2016 (edited) I couldn't rotate the environment lighting after dragging a Beta30 saved 3b file into the scene. 'Lock Environment' was set to off. Changing the environment made no difference except in the render room. Worth noting. A new save, quit, restart and reload sorted it out, after I'd also loaded a new scene using one of the mannequins. Shadows could also not be switched off [found the shadows switch under Geometry (eh? Why Geometry?)]. v4.5 33 Win7 64 Edited March 29, 2016 by Tarby Quote Link to comment Share on other sites More sharing options...
Advanced Member Tarby Posted March 29, 2016 Advanced Member Report Share Posted March 29, 2016 (edited) Hovering the cursor over a smart material fails to bring up the material's larger icon and name. Inconvenient, especially with effects materials that look mostly dark in the little preview and you can't tell if it's streaks, splotches, scratches, etc, without editing the material (the name usually indicating what the layer does) or applying it to your model. v4.5 33 Win7 64 [Edit: I changed the name of my old documents folder, did a fresh install and then merged my old backed up documents folder into the newly installed one, and the above now works] Edited March 29, 2016 by Tarby Quote Link to comment Share on other sites More sharing options...
Taros Posted March 30, 2016 Report Share Posted March 30, 2016 I couldn't rotate the environment lighting after dragging a Beta30 saved 3b file into the scene. 'Lock Environment' was set to off. Changing the environment made no difference except in the render room. Worth noting. A new save, quit, restart and reload sorted it out, after I'd also loaded a new scene using one of the mannequins. Shadows could also not be switched off [found the shadows switch under Geometry (eh? Why Geometry?)]. v4.5 33 Win7 64 Hovering the cursor over a smart material fails to bring up the material's larger icon and name. Inconvenient, especially with effects materials that look mostly dark in the little preview and you can't tell if it's streaks, splotches, scratches, etc, without editing the material (the name usually indicating what the layer does) or applying it to your model. v4.5 33 Win7 64 [Edit: I changed the name of my old documents folder, did a fresh install and then merged my old backed up documents folder into the newly installed one, and the above now works] Does the environment light rotation works too? It does not work here on win10 with version 4.5.33. Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted March 30, 2016 Contributor Report Share Posted March 30, 2016 Works here Chris win 7 x64 Quote Link to comment Share on other sites More sharing options...
Taros Posted March 30, 2016 Report Share Posted March 30, 2016 Works here Chris win 7 x64 You can rotate the light in 360° in the sculpt room? I can rotate the hdr environment only around the y-axis. I mean without active shadows! With active shadows it works here too. But this is not what I want. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted March 30, 2016 Contributor Report Share Posted March 30, 2016 You are correct , rotate works only on Y (wasn't it always like that???). Quote Link to comment Share on other sites More sharing options...
Advanced Member stusutcliffe Posted March 30, 2016 Advanced Member Report Share Posted March 30, 2016 The compatibility with Windows Vista was temporarily broken in 3D-Coat builds from "4.5.26" to "4.5.33" (tested on 32-bit builds). But the next 3D-Coat build (after "4.5.33") will be compatible with Windows Vista again. Thanks! Great news! Quote Link to comment Share on other sites More sharing options...
Taros Posted March 30, 2016 Report Share Posted March 30, 2016 You are correct , rotate works only on Y (wasn't it always like that???). Nope... You was always able to rotate the light if the hdr environment was locked. In this case the light was linked to the camera position even if you rotated the scene. This is essentially important for sculpting. 1 Quote Link to comment Share on other sites More sharing options...
Member nalan520 Posted March 31, 2016 Member Report Share Posted March 31, 2016 I'm not sure if there’s a bug, "Edit scene scale" seems to be ineffective,First import models from 3dsmax the program will remember the scene scaling,It works well. When you sculpt, move, pose,set object axis or close the program, restart the program and reimport objects,the scaling lost,you need to manually rescaling. And you repeat the steps the next time scaling is still missing. I remember program will always remember the scale in some old versions,If not, please ignore me, thank you! Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted March 31, 2016 Advanced Member Report Share Posted March 31, 2016 I can rotate the hdr environment only around the y-axis. I'm really not sure why it is like that. Makes it difficult sometimes to sculpt/ paint the underside of a model because it is too dark. Environment should be rotatable around all axis. 3 Quote Link to comment Share on other sites More sharing options...
Taros Posted April 1, 2016 Report Share Posted April 1, 2016 Exactly. 2 Quote Link to comment Share on other sites More sharing options...
Member PixelDust Posted April 1, 2016 Member Report Share Posted April 1, 2016 I'm really not sure why it is like that. Makes it difficult sometimes to sculpt/ paint the underside of a model because it is too dark. Environment should be rotatable around all axis. Totally agree with you! Quote Link to comment Share on other sites More sharing options...
Advanced Member Tarby Posted April 1, 2016 Advanced Member Report Share Posted April 1, 2016 Anyone else found going from the Sculpt Room to the Render Room, then back to the Sculpt Room, use the Cut Off tool, you get a 2D Paint action instead? Catches me every time. 4.5.33 Win7 64 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted April 2, 2016 Contributor Report Share Posted April 2, 2016 (edited) Anyone else found going from the Sculpt Room to the Render Room, then back to the Sculpt Room, use the Cut Off tool, you get a 2D Paint action instead? Catches me every time. 4.5.33 Win7 64 Works fine on my side: 1. I started a new scene with a voxel sphere. 2. Went to render room and back to sculpt room. 3. Selected Cut Off tool and it cut off a part of the sphere. Edited April 2, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted April 2, 2016 Contributor Report Share Posted April 2, 2016 Bug report: The curve points in the Curve Tool do not snap to the grid when "snap to 2D grid" or "snap to 3D grid" are on. Snapping will only work if there is a voxel object in the background. Also please allow to turn off move gizmo when moving points while in Move mode of Tool Options panel. The gizmo should not be activated every time we click on a point. Can anyone confirm? Quote Link to comment Share on other sites More sharing options...
Advanced Member Tarby Posted April 2, 2016 Advanced Member Report Share Posted April 2, 2016 Works fine on my side: 1. I started a new scene with a voxel sphere. 2. Went to render room and back to sculpt room. 3. Selected Cut Off tool and it cut off a part of the sphere. Thanks for trying it out. Strange it happens with me and not you. I just did what you did and I still get a 2D-Paint action. If you get the chance, could you see what happens if you leave the Render Room with Realitme Render switched on? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted April 3, 2016 Contributor Report Share Posted April 3, 2016 Woe is me! My work is coming back from a "saved" state completely garbled. This happened previously to the upper teeth which I am doing over. Imagine my consternation when I discoverd on loading my scene that it was now the lower teeth that got scrambled. I am seperating the upper and lower teeth to separate files, so hope for the best. I sent the file to Andrew. Quote Link to comment Share on other sites More sharing options...
Advanced Member Gary Dave Posted April 3, 2016 Advanced Member Report Share Posted April 3, 2016 Tony, I get this too, though I've never been sure what the cause is. It's happened twice to me so far on my ornate chest of drawers project and I've only been able to salvage it by going back to previous saves and exporting out the retopo meshes from there and bringing it back to my latest file. I had thought it was something to do with conforming retopo to the sculpt, and maybe I was accidentally moving things in the sculpt room and it wasn't liking it. But it has nothing to do with that. My current theory is to do with the symmetry, but I've never been able to reproduce this issue on purpose, I just randomly find that the retopo has gone super screwy from time to time.. Quote Link to comment Share on other sites More sharing options...
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