Javis 523 Report post Posted February 20, 2015 Yes, also had that crash with the V key. I'm having this same issue with the last 2 betas, reported the bug. Win 7 Pro x64 It's still happening for me as well, even with a fresh install/configs. For what it's worth, it does also happen with the Sampler tool, just not every time like when using the V key. Share this post Link to post Share on other sites
JoseConseco 122 Report post Posted February 20, 2015 first need to click then hold shift then move the mouse to paint straight line in 45grds, vertical or horizontal direction Test using hold shift Straight.jpg test using vertex line VERTEXLINES.jpg Ah. Ok I see. Shift works ok. I was using Vertex line, and it is not possible to snap 45deg. I'm not sure if it is a bug or vertex line dosn't support snap. Thx for help Share this post Link to post Share on other sites
Carlosan 2,462 Report post Posted February 21, 2015 I found another bug (?)Try to paint a Straight line using vertexline over a curved surface (sphere)the paint is not following the contour, only first and end point are painted.Vertex curve same thing.How is supposed to work ? Share this post Link to post Share on other sites
JoseConseco 122 Report post Posted February 21, 2015 I think this is how it is supposed to work. It is similar to how zbrush is doing it with spline type - straight line. Share this post Link to post Share on other sites
Javis 523 Report post Posted February 21, 2015 Yeah that's normal. Use the curved version of the spline and place more verts to get coverage. Share this post Link to post Share on other sites
schetinind 23 Report post Posted February 22, 2015 I found another bug (?) Try to paint a Straight line using vertexline over a curved surface (sphere) the paint is not following the contour, only first and end point are painted. Vertex curve same thing. How is supposed to work ? vl1.jpgvl2.jpgvl3.jpgvl4.jpg vc1.jpgvc2.jpg Try turn of Stady Stroke Share this post Link to post Share on other sites
artman 185 Report post Posted February 22, 2015 Andrew,as much as I like Antibump(its fantastic).. on a 2 mil mesh(with symmetry on) at not so large radius I get 15-20 fps ....i can feel my stylus nib chipping away like an eraser... I just cannot really use it comfortably and its a shame because its really the best smoothing available. Again,maybe my hardware is just too weak (gtx 660,16g ram,I7 3.6ghz...) but mesh is just 2 million polys... (symmetry seem to really have a deep impact on performance,I wish one day you will find a way to improve this.) Smoothing in proxy mode is not solution either as remnants of the smoothed details reappear in the projection (anyway,it is correct behavior of proxy mode). Share this post Link to post Share on other sites
spacepainter 27 Report post Posted February 22, 2015 (edited) Where is this Antibump to be found? o there, in the topmenu sorry. There are smoothes ( smoothies?) allover now. There is only one real antibump that always works even on the worst maltreated topology and that is voxelize/smooth and back to surface mode. Edited February 22, 2015 by spacepainter Share this post Link to post Share on other sites
artman 185 Report post Posted February 23, 2015 Where is this Antibump to be found? o there, in the topmenu sorry. There are smoothes ( smoothies?) allover now. There is only one real antibump that always works even on the worst maltreated topology and that is voxelize/smooth and back to surface mode. well, if user want to smooth anything locally its not gonna work ...also its gonna destroy most of the Liveclay details all over my model unless I voxelize to a ridiculously high polycount.Antibump is really stellar its maybe just that I need to upgrade my hardware as it seems Im the only one having performance issues with it.... 1 Share this post Link to post Share on other sites
stusutcliffe 170 Report post Posted February 23, 2015 I just did a really quick rough and ready test Artman, I used the complete Mannequin figure at about 6.5 mill , antibump at 10 dia , frame rate went to about 30 and the brush went slightly jerky. But I found this acceptable for me .Made the brush 3 and it performed fine. My computer is about 7 years old ( dont laugh) Quad core , and an old nvidia card from then. Your hardware sounds like a Hal 9000 compared to mine! Maybe it isnt that? Been lovin' your "trim" tool this week by the way Artman! And 3dCoats been performing great, only a couple of stumbles . I've been doing my biggest ever "build" and I keep expecting it to fall over . But I think I will need to split up the scene when I start doin' the colouring in! 1 Share this post Link to post Share on other sites
artman 185 Report post Posted February 23, 2015 I just did a really quick rough and ready test Artman, I used the complete Mannequin figure at about 6.5 mill , antibump at 10 dia , frame rate went to about 30 and the brush went slightly jerky. But I found this acceptable for me .Made the brush 3 and it performed fine. My computer is about 7 years old ( dont laugh) Quad core , and an old nvidia card from then. Your hardware sounds like a Hal 9000 compared to mine! Maybe it isnt that? Been lovin' your "trim" tool this week by the way Artman! And 3dCoats been performing great, only a couple of stumbles . I've been doing my biggest ever "build" and I keep expecting it to fall over . But I think I will need to split up the scene when I start doin' the colouring in! Thanx,glad you like Trim preset..I still like it much more over any flattenclay variation I tried. Thanx for testing too, I did same test just to compare with you and on full Mannequin ,6.5mil with 10 radius (and Sym on)I get between 10 to 20 fps. Its really uncomfortable to use for me while sculpting...I feel like Im doing manual polishing with sandpaper... Strangely radius does not seem so important...sometimes even smaller radius I get lower fps.My hardware is really not that strong....gtx 660 is pretty lowend..... I'll revert to TangentSmooth strong and maybe try antibump again if I ever upgrade my rig (which is not going to be anytime soon) . Share this post Link to post Share on other sites
wilson66 25 Report post Posted February 23, 2015 Paint room: feature 'distort image' (preview options window) unusable. Problem: image is distorted in a weird, uncontrollable way. When you try to distort e.g. left side of the image, the opposite side of the image is distorted as well although it is way outside the brush radius. Share this post Link to post Share on other sites
JoseConseco 122 Report post Posted February 23, 2015 (edited) Antibump quite fast for me. But I can confirm color picker crash at 3c coat beta 12a. Anyway I'm not sure for how long, but recend 3d coat builds seems very slow in pre-pixel painting. I always thought blender painting was slow, so I made a test for both 3dc and blender: - simple quad with 2k texture. I was painting with brush size of 1k, and to my surprise blender was much more fluid. Painting in 3d lags a lot even ok small 2k texture. Please Andrew investigate this, and let us know if you are planning to fix this to 4.5 release. After bit more testing, it seems 3dc 4.1 had similar painting seed to 3dc 4.5 so maybe it is just blender that got faster, and not 3dc got slower... Edited February 23, 2015 by JoseConseco Share this post Link to post Share on other sites
arumiat 66 Report post Posted February 24, 2015 I think I've got a bug, I'm trying to paint with the 'More on concave' tool in the Paint room, but unfortunately it will only let me paint one of my models like so (far left). Reason I think it's a bug is that if I switch to 'Always', I can paint the other two models. I've tried isolating the model so it is the only layer visible, but still no luck... should I file a bug report? Share this post Link to post Share on other sites
ghib 37 Report post Posted February 25, 2015 I think that Sync Layers w/Ext. Editor and Edit All Layers in Ext. Editor are broken at the moment in the latest 4.5 Beta12A Could anyone confirm this? Load model with multiple Surface Materials and UV-Sets & Mesh parts attempt a sync with Photoshop or external editor. make change in Editor and save Layers.PSD attempt a second sync with a different UV-Set/Material Make change in Editor and save Notice in 3DCoat the wrong Material is altered. Share this post Link to post Share on other sites
stusutcliffe 170 Report post Posted February 25, 2015 (edited) Any way to switch off PBR lighting in the paint room, I can rotate the env map on the horizontal plane and its all very lovely,but sometimes I want to rotate the light underneath and any direction on my model like the way you used to be able to do. Have I missed a button somewhere? Edit: I have found locking the enviro map makes the underneath of my model more view able....wish I could just shine my light at it though. Edited February 25, 2015 by stusutcliffe Share this post Link to post Share on other sites
Carlosan 2,462 Report post Posted February 25, 2015 IF the canvas is empty -without any model loaded- PBR panorama can be rotate left right up down BUT when any model is loaded, only left right pan is allowed i duno how to change it sorry, may be is a bug ? Share this post Link to post Share on other sites
Przemas 9 Report post Posted February 25, 2015 Any ideas whether Linux version is going to happen? I'd love to try the new features at home. Anyways tested the latest beta in the workshop - I don't know whether something has been changed to the sculpt tools but they seem to work so much better, tend for more fluid workflows. Also the viewport is nicer, less tweaks needed to avoid overblown lighting (overexposure) adn seems snappier. Great job! Also from my perspective improvents to the undercut tool are killer - especially considering we'll be working on some medals in the workshop. For my work it is such a time saver! And the PBR really makes me want to give texturing a try . Painted so many models in real life - I think I'll enjoy doing that on the screen. Share this post Link to post Share on other sites
JoseConseco 122 Report post Posted February 25, 2015 ghib, I did some external editing yesterday and it worked fine. Share this post Link to post Share on other sites
ghib 37 Report post Posted February 25, 2015 ok thanks Jose. I'll test it a bit more. It seemed to be fine for a couple of times after I restarted 3DC but was back again. Might be jumping between old 4.1 and 4.5 was the issue. Share this post Link to post Share on other sites
Carlosan 2,462 Report post Posted February 26, 2015 Painting/filling with bpr material with uv mapping won't work. Box mapping works ok. Serious bug if you ask me... Andrew (administrator) 2015-02-26 02:59 it works correctly in beta12 Share this post Link to post Share on other sites
JoseConseco 122 Report post Posted February 26, 2015 Yep I saw this on mantis, but it wasn't mentioned in release notes. Great to have it working Share this post Link to post Share on other sites
wilson66 25 Report post Posted February 26, 2015 (edited) Andrew (administrator) 2015-02-26 02:59 it works correctly in beta12 Does not work for me (4.5 Beta 12A). Might be user error, but don't know what could be going on. When trying to fill with UV mapping activated it looks good in the preview window, but layer is not actually filled correctly. Depending on the material it is either not filled at all (empty layer still empty after filling), or filled incorrectly (not looking the same as the preview). All other mapping methods with the same material work flawlessly. Edited February 26, 2015 by wilson66 Share this post Link to post Share on other sites
JoseConseco 122 Report post Posted February 26, 2015 Indeed feel tool wont work with uv. Painting with brush UV works ok. Share this post Link to post Share on other sites
ghib 37 Report post Posted February 26, 2015 I've been playing around with PBR in this latest beta. One thing occurred to me; it would be nice to be able to export all textures for your given workflow. Currently there is only an option to export objects AND textures. Share this post Link to post Share on other sites