Jump to content
3DCoat Forums
Andrew Shpagin

V4.5 BETA (experimental)

Recommended Posts

There is no SSS shader in Substance Painter and its still leading the pbr painting market at this moment....

Neither ZBrush nor Mudbox have any PBR tech, but that didn't stop Andrew from implementing it in 3D Coat. Plus, dDo does have SSS and it is a competitor in the PBR texture painting market. What's more is, 3D Coat usually is out front with new tech...like Voxels, Ptex, Auto-Retopo, Dynamic Subdivision (LiveClay), etc....rather than waiting until everyone else has the new shiny toy.

  • Like 1

Share this post


Link to post
Share on other sites

I'm pretty sure SSS will be a couple of more months before Andrew works on it. He's working on something else pretty big at the moment.

 

 

EDIT: Of course, Andrew could always surprise us with it. :)

Share this post


Link to post
Share on other sites

 Plus, dDo does have SSS and it is a competitor in the PBR texture painting market. 

No, it does not have an SSS shader built in ....all DDO texturing work showcasing SSS are actually from inside Marmoset TB2.

I too am very eager to paint  translucency and subdermal maps on a realtime shader...but I fail to see how a missing shader makes 3DCoat PBR toolset "incomplete" as none of the serious competitors in PBR painting have it already anyway....

  • Like 1

Share this post


Link to post
Share on other sites

Looks pretty good.

Share this post


Link to post
Share on other sites

4.5.08

- AO OpenCL baking routine problems fixed.

- Cube with fillet primitive

- Sphere primitiv density fixed

This is first build compiled with VS 2013, it should be stable enough and may even be faster, but need to be checked carefully.

In compaison to 4.5.03 it contains many important fixes, so if all is OK this build has chance to be next stable point, so need your testing.

Also, I started code refactoring to make code beter organised, documented and more readable. Possibly 3D-Coat will become half-opensource (but I may not guarantee).

In next month no new features will be introduced and no important fixes expected if this buld will becme stable because I need to perform refactoring. Othervice we will not be able to deevlop in 3-4 years because of code complexity and disorganisation. So this stage is very important for future. Refactoring will not bring something new to users but will allow fo fix problem easier and deveop faster, extend programmers team.

  • Like 7

Share this post


Link to post
Share on other sites

In Andrew we trust ;)

Share this post


Link to post
Share on other sites

on my side in 4.5.08 I cannot select OpenCl AO calculation only CPU method is selectable.

In both DX and GL.

Share this post


Link to post
Share on other sites

Here it works fine , allthough i noticed no speed improvment in general so far.

 

 

Correcting my previous opinion , in S it does performs faster.

 

Much appreciated Andrew.

Edited by Michaelgdrs

Share this post


Link to post
Share on other sites

on my side in 4.5.08 I cannot select OpenCl AO calculation only CPU method is selectable.

In both DX and GL.

Was you able to calculate previously?

Share this post


Link to post
Share on other sites

on my side in 4.5.08 I cannot select OpenCl AO calculation only CPU method is selectable.

In both DX and GL.

The same here. Opencl Option disappeared. In 4.5.0.7 I was able to calculate.

 

 

artman I tried now a second time with a simple sphere where I sculpt a little and autopo, then the option came back and now Ambient occlusion opencl works again. 

Edited by Dirceu Franco

Share this post


Link to post
Share on other sites

Was you able to calculate previously?

Yes . Like Dirceu Franco.

In 4.5.08 Option just disappeared from roll out menu.

Share this post


Link to post
Share on other sites

How does the primitive selection for chamfered or filetted cube work? I've .8 installed now and can't find it.

 

To me in the primitives tool option have unmarked option "use fillet". Mark this option and the box will be chamfered.

 

Edit: Import tool also has this option, but activates it has no effect.

Edited by Dirceu Franco
  • Like 1

Share this post


Link to post
Share on other sites

Having trouble loading a jing .SWF (You aren't permitted to upload this kind of file). But I've reached a point on my model where 3DC refuses to go.post-1430-0-22588800-1438123149_thumb.pn

 

The blue poly was all I could get (Points/faces or Quads would leave nothing behind). The blue poly is welded to the green one but refuses to change color. It originated when I went with a preview from the P/F tool. There must have been a rogue point up higher on the model. At first, the poly stopped short of the green (Maybe there's a dead zone just above. So I dragged the two points down and snapped them to the green but no color change.

 

Additional fooling around (Quad tool) resulted in the blue disappearing like the earlier attempts.

Edited by Tony Nemo

Share this post


Link to post
Share on other sites

Tony, if you haven't yet created UVs that you want to preserve, then maybe try exporting the retopo mesh to .obj and reimporting the .obj back to 3D-Coat. I've been experiencing a lot of similar problems in the recent versions. Problems like: different coloured parts of the model, inability to unmark UV seams on one side of the model, edge loop selection stopping in the middle of the loop for no reason, and some other that I don't remember. Reimporting the retopo mesh helped in every case so far.

Edited by ajz3d
  • Like 1

Share this post


Link to post
Share on other sites

Also, I started code refactoring to make code better organized, documented and more readable. Possibly 3D-Coat will become half-opensource (but I may not guarantee).

 

In next month no new features will be introduced and no important fixes expected if this build will become stable because I need to perform refactoring. Othervice we will not be able to develop in 3-4 years because of code complexity and disorganization. So this stage is very important for future. Refactoring will not bring something new to users but will allow fo fix problem easier and develop faster, extend programmers team.

 

WoW !! refactoring !! this are great news !!

 

wait ! and half-opensource !?!? O_o ----------------- How this is coming to be !?!? :wacko:

 

<--------------------------------------- 3bL96NF.jpg?1

  • Like 1

Share this post


Link to post
Share on other sites

WoW !! refactoring !! this are great news !!

wait ! and half-opensource !?!? O_o ----------------- How this is coming to be !?!? :wacko:

<--------------------------------------- 3bL96NF.jpg?1

Agreed! Both are a big deal and easy to miss. I'm looking forward to both. I'm learning more C++ lately and hoping to expand 3DC in a lot of ways, if it's possible with the SDK.

Sent from my 710C using Tapatalk

  • Like 1

Share this post


Link to post
Share on other sites

WoW !! refactoring !! this are great news !!

 

wait ! and half-opensource !?!? O_o ----------------- How this is coming to be !?!? :wacko:

 

 

I don't think it's a good idea to make any part of 3D Coat OpenSource. A good SDK, yes. OpenSource, no. No sense in giving competitors any technology that he's worked so hard on, over the years.

Share this post


Link to post
Share on other sites

I don't think it's a good idea to make any part of 3D Coat OpenSource. A good SDK, yes. OpenSource, no. No sense in giving competitors any technology that he's worked so hard on, over the years.

I agree with you to open 3DC by offering a good SDK. I am not shure about Andrews announcement to make 3DC "partially open source". In my eyes it is listening more like a plan to open some new interfaces to parts of 3D-Coats techniques to give other developers a better development foundation for individual purposes. I would wait what will happen next. Andrew mentioned too that this is just an idea and not decided yet.

Share this post


Link to post
Share on other sites

opening up the SDK* to give 3rd party vendors enough access that they can create innovative add-ons (plugins) = yes !

* a SDK that contains most of the code, but not enough to just give away worth of development for free.

Share this post


Link to post
Share on other sites

great news about the refactoring.. i must to confess that i stopped to use 3dcoat because of the insane poor performance on my computer., not only for that but this is themost restrictive issue i got with 3dc..

Andrew, can you tell us more about what half-open-source mean for you ?

opening 3dcoat for plugin authoring is a good thing that I already had suggested on this forum, because it would be impossible to compete with Zbrush without the help of third parties developers.

If half open source mean that there will be a module,  manager, an software kit devlopmentsdk and a git repository onto the one we could commit a pull request , that's fine.

  • Like 1

Share this post


Link to post
Share on other sites

Did a complete/clean reinstall of 4.5.08 and OpenCL is still missing from the roll out menu.

I dont think that qualify as a safe build.

Share this post


Link to post
Share on other sites

Did a complete/clean reinstall of 4.5.08 and OpenCL is still missing from the roll out menu.

I dont think that qualify as a safe build.

 

artman reading your post I tried today and the option disappeared again.

For get back the option:

- I open 3d-coat and select "paint UV mapped Mesh" per-pixel paint (Robot);

- Only cpu option appear;

- I closed 3d-coat and open again, but  this time I select "voxel sculpt"  sphere;

- I closed again and open and select "paint UV mapped Mesh" per-pixel paint (Robot);

- Opencl is back.

I think it's a bug.

Share this post


Link to post
Share on other sites

×