Jump to content
3DCoat Forums
Andrew Shpagin

V4.5 BETA (experimental)

Recommended Posts

An observation:

I've noticed that deleting paint layers of high polycount, UV-ed models takes a considerable amount of time. For eight 2048px2 UDIM tiles and a model consisting of 3.7 million quads, it takes about 4 minutes and 10 seconds to delete a single layer on a 3.5GHz CPU.

It gets much better on a 900k model (lower subdivision by one level) with the same UDIM configuration, where it takes 14 seconds. That's four times less polygons, but it's almost 18 times faster.

Edited by ajz3d

Share this post


Link to post
Share on other sites

I don't know what what I'm doing wrong but seams are still visible between UV tiles.

 

3d1.jpg

 

Also, with multi tile painting some strange pixel appear which are impossible to paint away

3d2.jpg

Please send me object to support even if it is very simple, each detail may be important.

Share this post


Link to post
Share on other sites

I tested your file... I had no problems in the same area. In other test, I also just painted depth / color over your bad areas and they disappeared...

Linux 64 bit non-cuda  (GL64) with a brand new install of 4.5.Beta15.

 

The above does not mean there is not a problem but in Linux it does not appear to happen. Maybe some form of graphical glitch but am only guessing.

Second picture is where I painted depth / color over your problem area.

post-518-0-57355900-1427990082_thumb.png

post-518-0-04384900-1427990403_thumb.png

Edited by digman

Share this post


Link to post
Share on other sites

Same here.

No Problems on my side.

Win7 64Bit, Beta15 DX

 

post-24378-0-91746800-1427991238_thumb.j

Share this post


Link to post
Share on other sites

Please send me object to support even if it is very simple, each detail may be important.

Here it is. Exported from 3ds Max 2014 with options "Smoothing groups", "Convert Deforming Dummies to Bones", "Triangulate" and "Preserve Edge Orientation" on.

box_multi_tiles.rar

Edited by phrase

Share this post


Link to post
Share on other sites

OK, this is very strange. If open 3d coat and import OBJ or FBX (haven't tried other formats) and start painting I get seam visible seams across tiles. But if save this project as 3d-coat file, then open it and paint on new layer there'll be no seams.

Share this post


Link to post
Share on other sites

Could you folks with UV seam painting issue please try deleting your configs (make sure to back up your custom configs if you have any) with 3DC closed, then restart and try again. Let us know if it works or not. Thanks!

Share this post


Link to post
Share on other sites

Could you folks with UV seam painting issue please try deleting your configs (make sure to back up your custom configs if you have any) with 3DC closed, then restart and try again. Let us know if it works or not. Thanks!

 

Sorry, but where are those located?

Share this post


Link to post
Share on other sites

Here it is. Exported from 3ds Max 2014 with options "Smoothing groups", "Convert Deforming Dummies to Bones", "Triangulate" and "Preserve Edge Orientation" on.

I tested the FBX file and had the same problems... Saving as a 3DC file corrected the problem so yes, that is strange...

Linux 64 bit non-cuda  (GL64) with a brand new install of 4.5.Beta15.

Share this post


Link to post
Share on other sites

Sorry, but where are those located?

 

 

If you're on Windoze they are in %USERNAME%\Documents\3D-CoatV4\

Make sure to do this when 3DC is closed, delete the configs, then re-open 3DC.

Share this post


Link to post
Share on other sites

As many times as having to clear settings comes up, it seems appropriate to simply put that functionality in...say, as a "Superfix" button or "clear settings" button, that users know may not always work, but often helps and will require an auto-restart of the program, if pressed or better yet, simply dynamically load new configs on the fly.

Edited by alvordr

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.

 

I just had this issue with multiple UVsets editing externally in Ps. Really messed things up for me and couldn't get them back... :( 

 

I'm on 14A Mac version btw

Share this post


Link to post
Share on other sites

It looks like commands like "Calculate Curvature" and "Calculate Occlusion" crash 3d-Coat with multu tile UVs. Can anyone confirm this?

Edited by phrase

Share this post


Link to post
Share on other sites

I also just had 2 major crashes/system hangs after trying to click with the eyedropper tool on my paint model.

yeh ive been geting the same. i found that if you choose "sample by all layers " it wouldn't crash but I know thats not ideal workflow wize if you want to sample a color on a single layer :/ i'm sure a fix is on the way..

Share this post


Link to post
Share on other sites

That eye dropper bug should be fixed. I was experiencing it a few builds back, but Andrew fixed it.  Which build are you using where that is happening?

Share this post


Link to post
Share on other sites

Please give the Beta build you are using plus whether is it DX , OpenGL, Cuda or non Cuda plus Windows, Mac or Linux.  Also check the short read me for each beta to see if your problem has been fixed...

This would help Andrew and others to look at possible bugs, etc...

 

And yes sometimes a bug that was fixed gets broken again in the Betas... The nature of beta testing...

Edited by digman

Share this post


Link to post
Share on other sites

That eye dropper bug should be fixed. I was experiencing it a few builds back, but Andrew fixed it.  Which build are you using where that is happening?

Beta 14 and Beta 15

 

crash reports were sent.

Share this post


Link to post
Share on other sites

Still experiencing significant brush slow downs on 2048x2048 uv'd models in per-pixel painting. FPS viewport drops from 60 to 15-20 fps when brushing. Is anyone else experiencing this.

 

Linux x64, Ubuntu 14.04, 560gtx graphics

  • Like 1

Share this post


Link to post
Share on other sites

Thanks for fixing the Alpha Rendering, much appreciated :)

 

However there seems to be a new problem with the FOV settings, at least on my end changing them (and resetting them with RMB) seems to do nothing. Tried it both with an old file and a new scene.

 

Also i still cant get the Texture Offset Tool to work, but iam quite unsure wether its me doing something wrong or not. Would someone mind confirming this?

 

No longer have the FOV Problem and cannot reproduce it, so either it was fixed and is not on the list or i just messed something up in the first place :/

Dont know maybe it has happened because i was constantly changing cameras and stuff in the render room.

Share this post


Link to post
Share on other sites

I have a little problem with roughness.

It looks wrong to me how it is calculated, if you work with the opacity of roughness.

 

Take a look at this.

post-24378-0-00889600-1428336884_thumb.j

 

A little test with roughness.

Left side is painted with 25% roughness and 100% roughness opacity, right side is paintet with 0% roughness and the roughness opacity is set to 75%.

Both looks similar and ok to me.

And now at this.

 

post-24378-0-59859000-1428336889_thumb.j

Left side is painted similar as above but the complede object is filled with it, so the right side have that values, too.

And right side is paintet same as above.

 

Looks like the Roughness is multiplied with the lower layer.

If i think about that, then yes, it should be correct, but i dont like that way how it works.

It is realy hard if you want to work in a nondestructive way. I think it would be better if top layers overwrite the lower layer values,

or some blending options to overwrite it because sometimes it is usefull to multiply some layers.

 

Could anybody explain me whats going wrong here or how to fix that?

 

Cheers

Malo

 

 

Share this post


Link to post
Share on other sites

Still experiencing significant brush slow downs on 2048x2048 uv'd models in per-pixel painting. FPS viewport drops from 60 to 15-20 fps when brushing. Is anyone else experiencing this.

 

Linux x64, Ubuntu 14.04, 560gtx graphics

 

I am getting pretty much the same. No matter what brush I choose the brush strokes are lagging badly. I am on Windows 8.1 with an Nvidia 780SC. 

Share this post


Link to post
Share on other sites

×