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Lamblight is a really good shader to get  nice clay look and it has pseudo-sub surface scattering so its really good for skin too.

(until we get true sss shader of course).

 

Also are you able to reproduce superbright PBR preview bug mentioned on last page (page 51)by me ,Javis and others if you need a file tell me...I'll send one (its a little big 800mb but it was originally much bigger,I deleted a few objects to make it smaller...) 

 

Also the 'low smooth shade' mode is very useful for painting and would be great to have back.

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Regarding the Trial tag showing up.... I also counted around 27-30 seconds before it appeared. Doesnt matter the mode. It didnt affect the number of layers, resolution or export options... so it appears to have no negative effect other than showing up in the header.

Regarding shaders, to be honest I find most of the default ones to be extremely bad. Better to just have it link to a folder with normal matcap images. A few of the default ones do seem useful, but mostly I just find myself using matcaps.

 

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Applying changes to UVs or texture resolution in the latest beta has become very slow - even for a single mesh with 2k map it takes more than 5 minutes on Xeon workstation with 32 threads.

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Applying changes to UVs or texture resolution in the latest beta has become very slow - even for a single mesh with 2k map it takes more than 5 minutes on Xeon workstation with 32 threads.

Jamie, make sure to e-mail that to Andrew, as he may not see your post here.

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I find several problems in Retopo after successful Autopo. Cleaning up involved deleting wild polygons but this went fast. But now I can't get P&F to do it's thing with missing polys and Quads snapped to points without welding.

 

post-1430-0-17536900-1429828479_thumb.pn

 

Scratch that, confusion over Retopo Objects. :blush:

Edited by Tony Nemo

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Is there any way I can download older beta versions? Beta17 seems incredibly buggy.

 

 

Hey man! Yeah there sure is. Using the link in the first post, you can change the build number for quite a few builds back. For example:

 

http://www.3d-coat.com/files/3d-Coat-V4_5-BETA16-64.exe

 

http://www.3d-coat.com/files/3d-Coat-V4_5-BETA12A-64.exe

 

Both work.

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I'd like to post a partially minor grievance with 3d coat. The zoom in and out, whether by hotkey or by UI element, doesnt work right when moves left to right diagonally. You can either go up or down vertically, or left to right horizontally and get it to act normal. Almost every other software package I use, modo/maya/blender..ect reads diagonal movement as well. I hope this is a minor fix that can be added to 4.5 prior to its release.

 

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Wow 4.5 beta is awful.... It's so buggy it's ridiculous. Really to much wrong for me to even begin but some of the most basic options don't even work for me anymore. For instance if I extrude an alpha on an object and hit control z it leaves TONS of artifacts on the model..

 

Wish saw the first post here about renaming before overwriting... lesson learned.

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Wow 4.5 beta is awful.... It's so buggy it's ridiculous. Really to much wrong for me to even begin but some of the most basic options don't even work for me anymore. For instance if I extrude an alpha on an object and hit control z it leaves TONS of artifacts on the model..

Wish saw the first post here about renaming before overwriting... lesson learned.

Due diligence. ;) It is in big bold letters and clearly stated to back up and not to use it in production. 4.5 is beta, and we mean beta when we say it.

If you do find bugs, it's a lot more helpful for everyone if you file them so they get fixed.

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Wow 4.5 beta is awful.... It's so buggy it's ridiculous. Really to much wrong for me to even begin but some of the most basic options don't even work for me anymore. For instance if I extrude an alpha on an object and hit control z it leaves TONS of artifacts on the model..

 

Wish saw the first post here about renaming before overwriting... lesson learned.

Please explain details. It was tested very deeply and at this state it seems to be relatively clean and close to release. So if you see something awful, please post steps to reproduce. This will help a lot. I am working a lot over cleanig up everything, so posting problems to mantis will be very helpful - http://3d-coat.com/mantis/

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Has anybody had a chance to make AUTOPO on objects similar to this one?

Clipboard01.jpg

I had no luck to make AUTOPO for this object using any settings. 3DC hangs or creates ugly retopology. My solution was to export hi dense geometry to 3ds max and use ProOptimizer to reduce polygons.

Edited by Vipera

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Has anybody had a chance to make AUTOPO on objects similar to this one?

Clipboard01.jpg

I had no luck to make AUTOPO for this object using any settings. 3DC hangs or creates ugly retopology. My solution was to export hi dense geometry to 3ds max and use ProOptimizer to reduce polygons.

After much Decimation to merge objects with varied res, I used Autopo to create the mesh (with no modifiers) and had some rogue polygons to eliminate. I deleted all polygons from areas out of camera range for the upcoming scene to lower the polycount (manually creating large polygons with the Strokes tool). Yours is more complicated but  Decimate as much as possible (85%?) before Autopo and click through the modifiers leting Autopo deal with it. Delete any weird polygons, fill any holes. "ProOptimizer" sounds like 3DC's "Decimate".

 

post-1430-0-82725700-1429902838_thumb.pn

Edited by Tony Nemo

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Just wanted to ask this here before I go and submit a bug report on Mantis.

 

I noticed that the isolated view 'Relief' lighting does not correspond to the 'Smooth Shade' lighting.  Is this intended or a bug perhaps?

 

I couldn't find controls in 'Relief' to position the light or change the intensity in any way (the icons at the top of the 3d window doesn't affect it in any way)

 

cheers.

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Flood fill is not getting all UV shells across all tiles, it's filling across most but not missing a couple.

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Yes, I need the file, it will help.

sent

 (500mb zipped named called "pbr preview issue")

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4.5 BETA18

- Bright PBR fill preview fixed

- In z-up mode choosing reference images corresponds to changed axis names.

- Color swatches window appearance and RMB problems fixed.

- Problem with (trial) in the header solved

- Removed little plane-cut spots in Undercuts tool.

- fixed scale&quality prblems in bas-relief tool

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4.5 BETA18

- Bright PBR fill preview fixed

- In z-up mode choosing reference images corresponds to changed axis names.

- Color swatches window appearance and RMB problems fixed.

- Problem with (trial) in the header solved

- Removed little plane-cut spots in Undercuts tool.

- fixed scale&quality prblems in bas-relief tool

 

Bright PBR fill preview seems fixed but a weird new issue has appeared (i dont know if it is related to fix)

When using "Hue Saturation lightness" from texture menu, some object get different hue from the others....what is even stranger is that the hue change to that object is applied even if I press Cancel button. .....Even Undo is not able to restore the previous color.

(you can reproduce using same file as Bright pbr preview issue)

post-1195-0-95285300-1430078537_thumb.jp

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Bright PBR fill preview seems fixed but a weird new issue has appeared (i dont know if it is related to fix)

When using "Hue Saturation lightness" from texture menu, some object get different hue from the others....what is even stranger is that the hue change to that object is applied even if I press Cancel button. .....Even Undo is not able to restore the previous color.

(you can reproduce using same file as Bright pbr preview issue)

attachicon.gifhue.jpg

I noticed something similar for a while now. When Preview is checked, every adjustment is automatically applied additively to the object and is permanent. Meant to send a bug-report, but thought it was too small to mention. Does need to get fixed, though.

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