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Andrew Shpagin

V4.5 BETA (experimental)

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...and right now, for a studio working on cinematics or film shots...such as Blur, working on 8k maps (and not having UV tiling functionality natively) pretty much knocks 3D Coat out of the running.

 

 

You can work with multiple 8k maps. but you need 8 gigs for each map. 

Actually, with a 64 gig pc, i worked on a model with 7*  8k maps. Without any trouble

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PBR material Properties

 

Mask Texture: its working ?

post-10142-0-23875100-1422394752_thumb.j

the pic is informative to show the mask option

 

if yes: how ?

 

i added several mask in png format with alpha, no luck

 

ty

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switch to tga...

 

nope, cant make it work

 

the PBRmaterial have

one pic for color texture

and the mask texure

post-10142-0-20764700-1422408678_thumb.p

 

Ty Tony

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Very happy with the new higher-resolution preview thumbnails, which make it easier than ever for me to find what I am looking for...it is a pleasure to use!  :)

 

 

 

 

post-38053-0-67781100-1422418231_thumb.j

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You can work with multiple 8k maps. but you need 8 gigs for each map. 

Actually, with a 64 gig pc, i worked on a model with 7*  8k maps. Without any trouble

I use a 6 core (12 threads) i7 @ 4Ghz and 32GB of RAM. RAM size doesn't seem to be the issue. 3D Coat is considerably slower painting on 8k maps, and the sliders (ie., Layer panel - Opacity/Glossiness/Depth, and Adjustment sliders) are practically unusable on 4k maps or greater. This is what I meant. Not that one couldn't actually do some work on 8k+ maps. Just that 3D Coat struggles with them

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Eh? RAM is not the issue? Maybe only to a point, but with how 3DC currently works, it is the issue. If images are not cached, then of course RAM is important and will be and is an issue. Further still, each stroke and all information about that stroke is stored to memory (RAM), each pixel painted, each channel for that pixel, so on and so forth is stored. 3DC stores RGBA, depth, spec/gloss and metalness for each layer. And how many bits per channel? Probably 24 bits. That's a huge amount of data per channel being streamed through the CPU and RAM. Of course large brushes are going to be slow, of course other image manipulation is going to be slower on larger images. The technicality of it makes sense.

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Eh? RAM is not the issue? Maybe only to a point, but with how 3DC currently works, it is the issue. If images are not cached, then of course RAM is important and will be and is an issue. Further still, each stroke and all information about that stroke is stored to memory (RAM), each pixel painted, each channel for that pixel, so on and so forth is stored. 3DC stores RGBA, depth, spec/gloss and metalness for each layer. And how many bits per channel? Probably 24 bits. That's a huge amount of data per channel being streamed through the CPU and RAM. Of course large brushes are going to be slow, of course other image manipulation is going to be slower on larger images. The technicality of it makes sense.

RAM capacity is NOT the issue when using sliders. In the video I posted showing how slow they were, there was no more than 7GB of RAM usage, out of 32GB. So, adding more RAM would not have helped one single bit.

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Nor is RAM capacity the issue when painting with large brushes. I showed Andrew a side by side demonstration between Mudbox and 3D Coat....same model....same size of maps. Mudbox chewed through it like a champ with extremely large brushes. So, yes, there is something that can be done to improve the performance. It's just a question of will it be done.

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Another bug ?

 

Select the 3 channel modes

Depth / Opacity / Gloss

 

values:

Gloss Intensity 100%

Metalness 100%

Opacity 0%

 

> paint

 

Result

Only depth, no Opacity -ok-, but... no Gloss -is right?-, no metalness -is right?-

 

ty

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Very happy with the new higher-resolution preview thumbnails, which make it easier than ever for me to find what I am looking for...it is a pleasure to use!  :)

I can't see this thumbs ! Maybe I need activate some preference before?

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preview in texture adjustment options.

 

At work machine: 1/2/4k it's usable.

At home machine: 1/2k it's usable. 4k its not.

 

Same amount of RAM

Work PC = 8cores

Home PC = 4cores

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Talking about Textures>Adjust>Hue/Saturation/lightness.

Not the sliders in layer panel.

It's still slow as frozen molasses, here. On a 2k map, it's moderately usable (dragging the value slide to the left or right). 4k maps, it's like....

 

tumblr_niq1fkYs0S1smmsbuo1_500.jpg

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RAM capacity is NOT the issue when using sliders. In the video I posted showing how slow they were, there was no more than 7GB of RAM usage, out of 32GB. So, adding more RAM would not have helped one single bit.

 

 Yes RAM is an issue, yes it's also not entirely the issue. You don't seem to understand how computers work with images. I understand. There is no black and white here. I already explained, I wont try to again.

It's still slow as frozen molasses, here. On a 2k map, it's moderately usable (dragging the value slide to the left or right). 4k maps, it's like....

 

 

 

 

Don. Carlos already asked you politely to stop posting images like that. Stop posting images like that. Thanks for your compliance.

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Why am I not getting the Beta to work ? It keeps coming up with the old..Thx

Can some one please answer my question?

post-653-0-22276900-1422472877_thumb.jpg

Edited by Scott Padbury

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This might be too obvious, but maybe you're opening from the wrong shortcut or the shortcut is opening from the wrong directory?

 

If you have the latest beta installed in a different directly, go that directly manually, RMB+Drag the version you want to run (I recommend DX Simple, 64bit) to the desktop, when the prompt comes up, choose "Create Shortcut". Then run that shortcut. That should do the trick.

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Can some one please answer my question?

If Javis's way does not work... Read the below.

 

What it looks like is that you installed the beta over version. 4.1.17D...The best thing to do is amend (rename) the 3DC folder under Documents and Settings if you use Windows. I have now been a linux user for sometime so the Window stuff is fading. Yes, normally we would install over the current version but with PBR  we can not do the old route.

 

Now install the beta and it will run as it installed a new 3DC folder. No corruption of the 3DC folder.

 

If you did install the beta over 4.1.17D then you might have to uninstall that version completely plus remove the 3DC folder in the above location. Yes, you would lose all your settings. Hopefully you have been keeping a backup of copy of the 3DC folder, then you would not have to uninstall but simply replace the good folder with the now screwed up one.

I would imagine Windows still has a roll back feature. That would be another way so you do not lose all your settings....

If you want to keep version 4.1.17D and test the new beta... Rename the 3DC folder as I stated earlier.Then install the beta..

When ever you want to use 4.1.17D then just rename the beta 3DC folder and as stated earlier and rename the 4.1.17D 3DC folder back to it's original name.

 

This is the method I use but in Linux so I can test the new beta but keep version 4.1.17D. In the case keeping things separate is happy... ;)

 

Edit: Sorry for some of my goofy wording. I promise I will check the text better before posting. A classic case of fingers typing faster than my brain functions. :wacko:

Edited by digman
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I can't see this thumbs ! Maybe I need activate some preference before?

 

The option is for

 

Preferred Mapping = From Camera

Preferred Mapping = UV-mapping

 

post-10142-0-75483900-1422488482_thumb.j

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4.5 BETA10

- Fixed possible lag in PBR preview window (fps dropdown to 25 even if nothing changed).
- Materials gizmo is now over all windows including UV editor.
- Toggle visibility / ghosting / isolate is in Geometry menu, hotkey may be assigned.
- Layers dialog corrected - metal opacity had wrong aligning.
- Left align in VoxTree, no flickering during resize.
- Fixed problem of icons disappearing in voxtree.
- Hotkeys may be assigned to VoxTree->Merge,Subtract etc functions.
- Fixed symmetry pivot picking - it was remaining pen spot after picking.

and main change that is very important for painters:
 

paintdiff.png

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Thanks Andrew. :) Going to test it now. Lots of stability and performance fixes in this one, good to see!

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