Mighty Pea 15 Report post Posted February 6, 2015 I really don't see how that would be of any benefit....to see depth with textures in 2D. You can see that in the 3D viewport where it's most important and beneficial. The reason I say this is because there are so many more substantial features that users have been waiting for years, and I cannot see this jumping ahead of those in line. If I want to see relief, I can see it in the depth map or in the 3D Viewport I gave you the reasons, as did that Feature Request. Depth is a: more readable. b: can represent things that normalmaps can not (like DEPTH. Normalmaps can only represent curvature, not depth) And as I've stated: the viewport does NOT display the depth channel as we've requested, it displays a shaded normalmap. It does not display the greyscale source texture as the 'color' or 'specular' or 'metallic' view-modes do. A little bit of reading comprehension does wonders, but in the abscence of that: don't assertively state your opinion untill you're reasonably certain you understand what's being asked. 1 Share this post Link to post Share on other sites
Mighty Pea 15 Report post Posted February 6, 2015 Is it possible that this: Could result in 'Smooth Current Layer' adding these types of artifacts?: It's the splotchy, pixelly patches I'm referring to, which sadly didn't go away when I pressed cancel, and Undo didn't work either! Also, 'Smooth Current Layer' did not appear to have any effect on the Depth channel, is it supposed to? Share this post Link to post Share on other sites
digman 1,206 Report post Posted February 6, 2015 (edited) The uv set error generally means that some of your uv islands are outside the 0 and 1 space of the uv set... Yes, that will cause problems unless you followed the advice in the popup-error dialog box. Edited February 6, 2015 by digman Share this post Link to post Share on other sites
Javis 523 Report post Posted February 6, 2015 I gave you the reasons, as did that Feature Request. Depth is a: more readable. b: can represent things that normalmaps can not (like DEPTH. Normalmaps can only represent curvature, not depth) And as I've stated: the viewport does NOT display the depth channel as we've requested, it displays a shaded normalmap. It does not display the greyscale source texture as the 'color' or 'specular' or 'metallic' view-modes do. A little bit of reading comprehension does wonders, but in the abscence of that: don't assertively state your opinion untill you're reasonably certain you understand what's being asked. I've been terribly ill (still pretty ill) for the last week, and didn't see your request. I'd like to +1 it because it would be immensely helpful to have that. If you could you repost it for me I'd really appreciate it. Share this post Link to post Share on other sites
alvordr 104 Report post Posted February 6, 2015 (edited) I may not be the biggest fan of Mantis and don't feel that it's the most effective way of organizing feedback and improvements, but I will say this...despite my opinions about it, Andrew and crew do a really good job of listening, overall to their community. It's one of the main reasons I love 3DC. Edited February 6, 2015 by alvordr 3 Share this post Link to post Share on other sites
philnolan3d 252 Report post Posted February 7, 2015 Here's a minor problem with materials that's been around for years and apparently carried over to PBR. If you Click the + button to make a new one, then Cancel, it makes a blank thumbnail button. Hope you're better soon Javis! Share this post Link to post Share on other sites
Javis 523 Report post Posted February 8, 2015 Here's a minor problem with materials that's been around for years and apparently carried over to PBR. If you Click the + button to make a new one, then Cancel, it makes a blank thumbnail button. Hope you're better soon Javis! Thanks Phil. I'm doing a little better now. 1 Share this post Link to post Share on other sites
mercy 6 Report post Posted February 9, 2015 (edited) 3D-Coat remains indispensable as we discover little backdoors in pipelines that until now were declared impossible to accomplish, but by these new discoveries we made it possible, leading to closely guarded CGI industry secrets, personal tricks. Edited February 9, 2015 by mercy Share this post Link to post Share on other sites
mercy 6 Report post Posted February 9, 2015 (edited) Fixing seams: 3D-Coat vs. MARI Mari:Pros:+ For base color texture seam fixing I find MARI the best.+ It gives the best texture fidelity, doesn't blur and smudge pixels like 3D-Coat+ I can paint in either UV window or in the regular 3D window.+ I can switch off 3D-shading to work on the raw texture surface.+ Mari's brush system is awesome and powerful.+ The Paint Buffer technology turned out to be really useful.Cons:- somewhat slow- No symmetry painting3DC: Pros:+ Has powerful symmetry painting so its ideal for shininess maps and quick color paint+ Faster than MARI Cons: - Weak brush system- cloned pixels are blurred and smudged- Can't paint in UV window Edited February 9, 2015 by mercy Share this post Link to post Share on other sites
Tony Nemo 398 Report post Posted February 9, 2015 In 3D-Coat one paints on the UVs in the "Texture Editor". Share this post Link to post Share on other sites
wilson66 25 Report post Posted February 9, 2015 (edited) Fixing seams: 3D-Coat vs. MARI Mari: + I can paint in either UV window or in the regular 3D window. + I can switch off 3D-shading to work on the raw texture surface. You can do those things in 3D Coat also. Its possible to paint in the UV window, to turn off 3D shading switch to 'Flat Shade' mode in the 'View' menu. There are some areas in 3D Coat painting that could use some improvements. Cloning in paint room e.g. has never worked for me, it produces mumbo-jumbo that doesn't have much to do with the source area. It only clones incoherent parts of the source area: Apart from that, I own a Mari license, but haven't started it up in quite some time. 3D Coats painting functionality is sufficient for me in almost all cases. Edited February 9, 2015 by wilson66 1 Share this post Link to post Share on other sites
alvordr 104 Report post Posted February 9, 2015 In 3D-Coat one paints on the UVs in the "Texture Editor". Beat me to it! Share this post Link to post Share on other sites
Boonta 4 Report post Posted February 9, 2015 (edited) "Cons: - Weak brush system" "There are some areas in 3D Coat painting that could use some improvements. " yeh! i really hope that aside from PBR we get alot more general painting improvements and features in 3d coat. Substance painter is fast becoming a hot contender that im tempted to jump ship for, simply due to its speed of updates, dedication to its paint tools and feature set. <3 3dcoat Edited February 9, 2015 by Boonta Share this post Link to post Share on other sites
Elizeusz 2 Report post Posted February 10, 2015 Hi all. Not sure if this is good place to poste this : i am working in last beta version and i found some painting problems with symetry , this have something with pen presure if it is big all is ok but when it is less then there are problems. I will show You the screen and You will see that both sides are not matching. If somebody can help will be great. Here is the link https://dl.dropboxusercontent.com/u/51563336/IMG_10022015_113400.png Like You can see some information from one site is not going to another one. It is big problem when You are working with symetry. I saw same problems in 3d coat 3.7 but not all the time that why i am not sure what is wrong. Share this post Link to post Share on other sites
wilson66 25 Report post Posted February 10, 2015 (edited) Something I always wanted to ask: does the transform tool (sculpt room) work with symmetry? Meaning: when I have a symmetrical object with disconnected elements (e.g. two separate, symmetrical shoes of a character mirrored in X), is it possible to use the transform tool on one of the elements and have the other, mirrored element transform in a mirrored fashion? Right now, even when symmetry is activated, both elements would move in a non-mirrored fashion, e.g. both in +X. I would want one element to move in +X, the other one in -X (as is the case when using other tools like the Adjust -> Move tool). If you know what I mean... Edited February 10, 2015 by wilson66 Share this post Link to post Share on other sites
artman 185 Report post Posted February 10, 2015 Something I always wanted to ask: does the transform tool (sculpt room) work with symmetry? Meaning: when I have a symmetrical object with disconnected elements (e.g. two separate, symmetrical shoes of a character mirrored in X), is it possible to use the transform tool on one of the elements and have the other, mirrored element transform in a mirrored fashion? Right now, even when symmetry is activated, both elements would move in a non-mirrored fashion, e.g. both in +X. I would want one element to move in +X, the other one in -X (as is the case when using other tools like the Adjust -> Move tool). If you know what I mean... for that use Pose tool in Object mode and activate Transform Gizmo inside pose tool.... Share this post Link to post Share on other sites
Elizeusz 2 Report post Posted February 11, 2015 Ok Andrew helped me. Problem in my situation was that symetry was not perfect ( i think mirror in maya was done not right ). Share this post Link to post Share on other sites
phrase 0 Report post Posted February 11, 2015 Long time since last update - is there going to be a release? Share this post Link to post Share on other sites
AbnRanger 1,537 Report post Posted February 12, 2015 Long time since last update - is there going to be a release? Extended periods between updates in 3D Coat does not = little being done. It usually means Andrew is working on something pretty substantial. Share this post Link to post Share on other sites
PolyHertz 129 Report post Posted February 12, 2015 Extended periods between updates in 3D Coat does not = little being done. It usually means Andrew is working on something pretty substantial. That generally seems to be the case. There's still a lot that can be done with materials and the viewport (realtime SSS, post effects, etc.), so maybe we'll be seeing some further enhancements there? Share this post Link to post Share on other sites
Cleitus 174 Report post Posted February 12, 2015 Noticed a problem with the layers in the drawing mode. If the scene contains many layers, then when you drag the layer with a roller mouse, bugs appear Share this post Link to post Share on other sites
AbnRanger 1,537 Report post Posted February 12, 2015 That generally seems to be the case. There's still a lot that can be done with materials and the viewport (realtime SSS, post effects, etc.), so maybe we'll be seeing some further enhancements there? I'm hoping SSS will be part of the 4.5 release, but Andrew may be planning on handling that afterwards. Who knows? Seems to be a lot of small additions I haven't seen on here or Mantis/Trello 2 Share this post Link to post Share on other sites
Javis 523 Report post Posted February 12, 2015 Long time since last update - is there going to be a release? It's tentative, a few weeks though is what I am hearing. Share this post Link to post Share on other sites
Andrew Shpagin 1,463 Report post Posted February 13, 2015 4.5 BETA12 - Important!! AntiBump smoothing method done (see smoothing dropdown list). It allows to achieve ideally smooth surface even if some high - frequency details drawn. - Fill tool parameters extended in gradient mode. Numerical input, xyz aligning, swapping, flipping - http://bit.ly/1J7eDKN - Invert mirror works correctly in retopo room - Panorama manager included into navi panel - Fixed set of instabilities related to UI - Tapering angle in Undercuts/bas-relief - Size of SPACE menu decreased twice. - Unnecessary and cluttering hotheys in left menu hidden. 3 Share this post Link to post Share on other sites
artman 185 Report post Posted February 13, 2015 4.5 BETA12 - Important!! AntiBump smoothing method done (see smoothing dropdown list). It allows to achieve ideally smooth surface even if some high - frequency details drawn. - Fill tool parameters extended in gradient mode. Numerical input, xyz aligning, swapping, flipping - http://bit.ly/1J7eDKN - Invert mirror works correctly in retopo room - Panorama manager included into navi panel - Fixed set of instabilities related to UI - Tapering angle in Undercuts/bas-relief - Size of SPACE menu decreased twice. - Unnecessary and cluttering hotheys in left menu hidden. thanx!! note; there is a bug in build12 where splines (e-panel) are drawn away from the clicked points. it is strange it does not happen always, here is screenshot (bug is not specific to build12 it happens in earlier builds too it seem) Share this post Link to post Share on other sites