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Andrew Shpagin

V4.5 BETA (experimental)

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Bas Relief Coefficient

Andrew, since V4 the coefficient setting in the bas relief tool that previously worked with v3 has no effect.

I noticed that in V4.5 you have introduced a taper facility - this however is not the same as using the taper facility when setting the coefficient higher than 1 as it once worked in v3.

I would appreciated it when new features are added that you ensure that previous feature functionality is also maintained.

Could you please take a look at the coefficient control in v3 and bring it back.

 

Many thanks.

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Guest pnog
3 hours ago, Carlosan said:

//edit

Works new layer auto-creating  with source Retopo layer clone?

yes

I'm used Win7 Home Ext. 64 bit.

3D-Coat 4.5.40 (DX64), 3D-Coat 4.5.37 (DX64)

New Retopo layer not created by layer cloning.

 

Edited by pnog

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First back up, and then remove %USERPROFILE%\Documents\3D-CoatV45\ToolsPresets directory and see if it helps. Restore the directory if it doesn't.

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Guest pnog
14 hours ago, Carlosan said:

First back up, and then remove %USERPROFILE%\Documents\3D-CoatV45\ToolsPresets directory and see if it helps. Restore the directory if it doesn't.

I completely reinstall the program:

1. Uninstall 3D-Coat.

2. Reboot computer.

3. Download "4.5.40 - 64bit" from 3dcoat.com/download/ (from "EU" server).

4. Install "4.5.40 - 64bit"

Then check Retopo layer clone functionality again:

Nothing has changed. 

Please check my video.

https://youtu.be/ywQs5lwUIFc

Video Explanations:

First, I checked whether the new layer is created or not by cloning: Not. А new layer not created, and must be created manually. It's OK! No problem with this!

Second, I renamed the source Retopo layer to "TEST" and clone this layer again. А new layer not created, and must be created manually. It's OK! No problem with this!

Third, I renamed newly created layer to "TEST1" and then clone my source layer ("TEST") again. А new layer not created, and must be created manually. It's OK! No problem with this!

But this time source layer ("TEST") CLEARED! It's NOT OK! It's a bug.

 

Edited by pnog

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Bug reported, ty !

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4 hours ago, pnog said:

I completely reinstall the program:

1. Uninstall 3D-Coat.

2. Reboot computer.

3. Download "4.5.40 - 64bit" from 3dcoat.com/download/ (from "EU" server).

4. Install "4.5.40 - 64bit"

Then check Retopo layer clone functionality again:

Nothing has changed. 

Please check my video.

https://youtu.be/ywQs5lwUIFc

Video Explanations:

First, I checked whether the new layer is created or not by cloning: Not. А new layer not created, and must be created manually. It's OK! No problem with this!

Second, I renamed the source Retopo layer to "TEST" and clone this layer again. А new layer not created, and must be created manually. It's OK! No problem with this!

Third, I renamed newly created layer to "TEST1" and then clone my source layer ("TEST") again. А new layer not created, and must be created manually. It's OK! No problem with this!

But this time source layer ("TEST") CLEARED! It's NOT OK! It's a bug.

 

It's a bug only in the latest build. It worked properly before, so if it is a major impediment for you at the moment, you can install a previous build. I had encountered and reported this problem before you mentioned it, so hopefully, Andrew will have this fixed in the next build. I was just trying to suggest a temporary work-around, til then.

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Hi!

Generally it is not a bug, but it really leads to user's misunderstood. Geometry will be merged to same layer.
In next build cloned geometry will be placed to new layer.
 
Andrew
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On 16/5/2016 at 4:07 PM, carrots said:
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

What is the best practice for lights from render room?

Meaning , i want to get the same result i see in the render room.

From Color blending Standard i set to screen , pin light , overlay but result is not the same.

Any tips?

Thank you.

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5 hours ago, Michaelgdrs said:

What is the best practice for lights from render room?

Meaning , i want to get the same result i see in the render room.

From Color blending Standard i set to screen , pin light , overlay but result is not the same.

Any tips?

Thank you.

I tried to get with Volodya (Carrots) about this, recently, but got no response back.

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No worries Don , i can wait  , thank you very much.

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Michaelgdrs, please attach some screenshots to better understand the problem.
Or better write me on skype.

Edited by carrots

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You can use multiply layer blending mode.
Direct light map is baked so that it can be used without IBL/PBR shading in the Flat Shade [2] mode.

LB.png

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Works like a charm , multiply was not included in my tests but as carrots says , it works great.

Was using screen and 2 other blends combo , and it was so simple to do with just multily lol.

Edited by Michaelgdrs

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1 hour ago, Michaelgdrs said:

Works like a charm , multiply was not included in my tests but as carrots says , it works great.

Was using screen and 2 other blends combo , and it was so simple to do with just multily lol.

And SSS? If you already have some color texture done, how do you blend them together when SSS uses Emission blending mode?

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Correct , for SSS i am using Emission and multiply / screen in some cases i need to bring it up a bit more.

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1 hour ago, AbnRanger said:

And SSS? If you already have some color texture done, how do you blend them together when SSS uses Emission blending mode?

 

32 minutes ago, Michaelgdrs said:

Correct , for SSS i am using Emission and multiply / screen in some cases i need to bring it up a bit more.

To save the emission SSS effect and coloring of the object, you can use option "Luminance To Alpha"

SSS.png

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True , forgot to mention this.

P.S Still blown up from the sympicity and at the same time the power of Render room light !!!

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Is Clone tool in retopo room broken in 4.5.40? I cannot clone faces to a new retopo group any more. They stay in their initial group. This means that if I don't translate them to a new location after entering the tool, faces are stacked on top of their original versions.

---

Okay, I just noticed that it was already mentioned.

Edited by ajz3d

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@Andrew Shpagin, I'm having some problems with Global Uniform algorithm failing to unwrap some areas of my character, even though it does a fine job unwrapping other parts with the exact same topology.

Here it doesn't like the pinky finger, but other fingers which have the same topology unwrap correctly:

gu_problems.png

The underside island of the pinky finger also unwraps incorrectly:

gu_problems2.png

It's not limited to this particular model. I often notice weird GU unwrapping errors with other cylindrical shapes.

Edited by ajz3d

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Im playing with 4.5.40 beta and dont see new retopo functions as quad paint from Farsthary

, its not included in this version or im doing something wrong?

Screenshot_20.png

 

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38 minutes ago, zoic said:

Im playing with 4.5.40 beta and dont see new retopo functions as quad paint from Farsthary

, its not included in this version or im doing something wrong?

Screenshot_20.png

 

Go to the EDIT Menu > PREFERENCES and under the General tab, there should be a check box for SHOW BETA TOOLS. Make sure that is checked, and you should now see them.

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2 hours ago, ajz3d said:

@Andrew Shpagin, I'm having some problems with Global Uniform algorithm failing to unwrap some areas of my character, even though it does a fine job unwrapping other parts with the exact same topology.

Here it doesn't like the pinky finger, but other fingers which have the same topology unwrap correctly:

 

 

I think the issue is that polygon at the end, it's trying to spread it flat but doesn't know what what to do with that one.

unwrap_01.jpg

 

I suggest making some seams here:

unwrap_02.jpg

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IMPORTANT BUG in retopo room:

Move selected faces to the current layer is buggy!

Please fix this asap.

Faces will be moved, but are still connected to the source layer.

It is really important. Thank you!

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11 hours ago, philnolan3d said:

 

I think the issue is that polygon at the end, it's trying to spread it flat but doesn't know what what to do with that one.

unwrap_01.jpg

 

I suggest making some seams here:

unwrap_02.jpg

Yes, they do make the island unwrap without errors, but at the same time I'm left with two seams in place where I don't want them. Other fingers, which have THE EXACTLY SAME topology unwrap correctly without the need of inserting additional seams.

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Of course you can always adjust it manually. It would only take a few seconds to correct this.

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