Jump to content
3DCoat Forums
Andrew Shpagin

V4.5 BETA (experimental)

Recommended Posts

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

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

attachicon.gifStraight.jpg

 

test using vertex line

attachicon.gifVERTEXLINES.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

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 ?

 

post-10142-0-47024800-1424516257_thumb.jpost-10142-0-06171000-1424516264_thumb.jpost-10142-0-04881400-1424516270_thumb.jpost-10142-0-97601700-1424516275_thumb.j

 

post-10142-0-15395400-1424516404_thumb.jpost-10142-0-96391400-1424516410_thumb.j

Share this post


Link to post
Share on other sites

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

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 ?

 

attachicon.gifvl1.jpgattachicon.gifvl2.jpgattachicon.gifvl3.jpgattachicon.gifvl4.jpg

 

attachicon.gifvc1.jpgattachicon.gifvc2.jpg

Try turn of Stady Stroke

Share this post


Link to post
Share on other sites

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

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 by spacepainter

Share this post


Link to post
Share on other sites

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....

  • Like 1

Share this post


Link to post
Share on other sites

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!

  • Like 1

Share this post


Link to post
Share on other sites

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

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. 

 

dist.png

Share this post


Link to post
Share on other sites

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 by JoseConseco

Share this post


Link to post
Share on other sites

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).

 

post-38412-0-71624000-1424811687_thumb.j

 

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

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

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 by stusutcliffe

Share this post


Link to post
Share on other sites

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

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

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

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

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 by wilson66

Share this post


Link to post
Share on other sites

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

×