Jump to content
3D Coat Forums
Andrew Shpagin

V4.5 BETA (experimental)

Recommended Posts

Tested allready and all seems positive so far.

 

3D Coat is evolding GREAT , so happy i choose this path.

  • Like 1

Share this post


Link to post
Share on other sites

Yip. Testing out the light baking tool. Really nice when working in with layers and blending lights. Is it right that you can only bake one light from the render room at a time? I think if you could have a check box for which lights you want to include on the bake ( or is this the Camera_Target check box meant to do this? ) At the moment I'm removing the environment light completely to isolate the light source and bake these light sources to layers ( repositioning the light source for each layer ). The alpha option is nice too - i would say it needs a hard edge dial to make the shadow fall off editable.... nice stuff :)

Share this post


Link to post
Share on other sites
light baking tool bakes all lights of the rendering room.
Option camera_targer turns light with the camera.

SSS parameters:
  SSScattering.png
SSSClarity.pngSSSFLW.png
Edited by carrots
  • Like 4

Share this post


Link to post
Share on other sites

4.5.39

- BIG ONE: Baking multiple useful maps in Paint room->Textures->Light baking tool

Ooh! This just came out right in time. Thanks, Pilgway Team! It will come in handy with DOTA-like textures.

  • Like 1

Share this post


Link to post
Share on other sites

On quad paint.

 

 

Left click and drag to place lines , right click to move / change its position.

 

 

If right click a point onto another one it deletes it.

 

 

Brush radius defines the amout of divisions (low poly or high poly result) on a line.

 

Tension is tension lol.

 

 

Hybrid tries to find the best possible solution , direct creates cleaner quad results.

 

Check also his videos (bet you did it allready , but i said to reply anyway ;) )

Edited by Michaelgdrs
  • Like 1

Share this post


Link to post
Share on other sites

Thanks, Michael.

I'll provide the feedback in Raul's thread.

 

Any idea on how to use the QuadStripTool?

  • Like 1

Share this post


Link to post
Share on other sites

I think its not working yet.

 

Playing / using quad paint since .38 and it randomly crashes 3dc. Just save a lot .

Share this post


Link to post
Share on other sites

I think its not working yet.

 

Playing / using quad paint since .38 and it randomly crashes 3dc. Just save a lot .

Indeed, it just crashed.

I'll play with it tomorrow. Gotta get some sleep now. :)

Edited by ajz3d

Share this post


Link to post
Share on other sites

3D-Coats "Export To" function is broken in version 4.5.37 and newer. It no longer generates an export.txt file which is needed by applinks, only "Open In Original App" still works correctly.

Version 4.5.36 and older are fine from my tests.

Share this post


Link to post
Share on other sites

3D-Coats "Export To" function is broken in version 4.5.37 and newer. It no longer generates an export.txt file which is needed by applinks, only "Open In Original App" still works correctly.

Version 4.5.36 and older are fine from my tests.

Hi! At first, thanks for making max applink!

Where do you expect the import.txt should appear when Export To used?

If you creating the file run.txt in

Docs/3D-CoatV4/Exchange/3D-Max/

then export.txt will be created in that folder if Export To -> 3D-Max used

In general I recommend to tweak how plugin works with Exchange folder. The problem is that each new version changes workfolder and AppLinks are not working.

So I introduced new universal folder for exchange:

Docs/AppLinks/3D-Coat/Exchange/

Could be good to update appling to use this one. Anyway, old way should works as well, but could be good to move to new folder gradually.

  • Like 1

Share this post


Link to post
Share on other sites

Hey Andrew!

Yea its still creating the export.txt file in the 3D-CoatV4 exchange directory, just not in the 3D-CoatV45 exchange directory.

I hadn't even noticed the new universal folder exchange folder, but that will be much nicer going forward :)

Share this post


Link to post
Share on other sites

Does any information exist on how to use Raul's new tools?

Hi

 

Ops, forgot to update the hints:

 

0-Right click a vertex allows to smooth and move the stroke.

1-Hovering a vertex and DEL , remove the vertices

2-DBL+ Click a vertex, will pin it so you basically created a new edge freely to move.

3-DBL+ Click a segment, between 2 vertices will insert a new point, provided that the radius is smaller than the segment, otherwise will capture the closest vertex an pin it

4-Ctrl + Click a vertex will split the stroke into 2 strokes.

5- Pressing + over a stroke will increase vertices count by 2

6-Pressing - will decrease by 2

7-Overlapping 2 vertices will merge them

8-Overlapping a segment will intersect them.

9-The numerical hint tells the number of vertices between 2 pinned points (inclusive)

10-Moving a vertices very far, after release will insert new divisions, moving them too close will merge them to maintain an average distance.

 

Sometimes the preview snap to surface incorrectly, but the final result will be much better because more smoothing and post process is used at execution time.

Share this post


Link to post
Share on other sites

Good to see you back, David! 

Not quite back yet... stopped by to see the updates... Lots of questions I see, some the same old ones or complaints without knowledge, sigh... years of being spoon fed information at public schools robbing the brain of an inquisitive nature.

 

C.S. Lewis---- Chronicles of Narnia

 "Why don't they teach logic at these schools?" 

Edited by digman

Share this post


Link to post
Share on other sites

C.S. Lewis---- Chronicles of Narnia

 "Why don't they teach logic at these schools?" 

My first brush with logic was in 9th grade algebra and 10th grade geometry class. I didn't get into real logic until exploring programming in college (paid for by NAFTA for displaced workers). What I learned would have been easily grasped by a preteen kid.

Share this post


Link to post
Share on other sites

My first brush with logic was in 9th grade algebra and 10th grade geometry class. I didn't get into real logic until exploring programming in college (paid for by NAFTA for displaced workers). What I learned would have been easily grasped by a preteen kid.

 

I'm one of the people that believes Math classes in public school should always be taught together with programing classes. Seems like it could happen too given how so many schools seem to want to replace books with computers.

 

But yea, off topic.

  • Like 1

Share this post


Link to post
Share on other sites

So I'm doing retopo now with a lot of polys, about 3200 right now. Which isn't really even that many. I notice that the brush tool has gotten so slow it's basically unusable. When I try to use it i hear my CPU fans going into high speed. Everyone else noticing this?

 

v4.5.39 DX64

Share this post


Link to post
Share on other sites

No , did high poly retopo several times.

 

300 poly to 12k poly retopo and feels and works the same.

 

 

Lately i had to boost my case turbines and fans due to heat coming up (summer is hot in Greece lol).

 

 

Check your temps issue may be there as well.

Share this post


Link to post
Share on other sites

Well I never have problems with any other programs, or any other 3DC tools for that matter, just the Brush.

  • Like 1

Share this post


Link to post
Share on other sites

I'm still getting a very frustrating situation where I try to add a model 'On Brush' and it's offset from the centre of the brush. The semi-transparent brush cursor is also huge compared to the primitive model and makes the whole process laggier than it needs to be. It makes accurately adding models to surfaces useless without spending an age tweaking the offset. The Pose tool is also broken and all I can get it to draw is a tiny square regardless of which method (Line, Ring, etc) I choose. Anyone else having these issues?

 

Win7 64

3DC 4.5.39

Share this post


Link to post
Share on other sites

No problems here with on brush.

 

Pose works too.

 

For your problems , on brush please check your pivot (pivot of the imported geometry , test it on an external app , max maya etc)

 

For pose check your scale.

Share this post


Link to post
Share on other sites

I'm just using the base primitives that ship with 3DC. I'll try uninstalling and reinstalling.

 

Edit: Okay, it looks like the primitive is centred but I wasn't flattening the brush depth. However, the placement seems odd, where the model doesn't apply at a tangent to the surface, or you have to be very picky about where you position the camera (and I mean very picky). I'm sure it used to be much easier than this, but I may be wrong. The transparent Alpha cursor is massive, though. Is it even necessary to have that visible while applying models?

Edited by Tarby

Share this post


Link to post
Share on other sites

I'm just using the base primitives that ship with 3DC. I'll try uninstalling and reinstalling.

Edit: Okay, it looks like the primitive is centred but I wasn't flattening the brush depth. However, the placement seems odd, where the model doesn't apply at a tangent to the surface, or you have to be very picky about where you position the camera (and I mean very picky). I'm sure it used to be much easier than this, but I may be wrong. The transparent Alpha cursor is massive, though. Is it even necessary to have that visible while applying models?

Did you try adjusting the settings in the Tool Options panel? There are a lot of settings there which will help you orient the model's rotation, offset, etc. for "On Brush". Also you can turn off view of the brush alpha in the User Preferences. Not sure if you tried all of that already or not, but I thought I'd mention it just in case...

Share this post


Link to post
Share on other sites

In regards to this placing on brush issue, it was mentioned on the forums before (No idea where, sorry), I know this because I chimed in as it was affecting me too. I do remember it not affecting others who tried to re-create it, and tinkering with my brush settings didn't alleviate the issue.

 

The only redeeming thing I do remember, is that starting a new project with a different mesh did not have any issues with the "On brush" feature. So, it was something in our work files, or something we'd done along the way that had caused it, but starting a new project with the exact same settings seemed to "fix" it.

Share this post


Link to post
Share on other sites

×