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Hi,

thanks for helping with the scale issue.

Yes size and scales aren't standarda between the apps. So I have to learn about the export/imports between the programs.

But we should have an absolute size tool where we can at least get the size or dimensions in 3d coat.

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Hi,

thanks for helping with the scale issue.

Yes size and scales aren't standarda between the apps. So I have to learn about the export/imports between the programs.

But we should have an absolute size tool where we can at least get the size or dimensions in 3d coat.

You have a measure tool for this purpose. Transform tool will let you scale numerically. So, if the Measure tool shows it as 10cm in length, but you need it to be 20cm, then you can enter 200 (%). By the way, does ALT + SHIFT + S crash 3D Coat for anyone else? Whether you use the hotkey combination or go through the HELP menu, to save a screen grab...3D Coat consistently crashes, on my end.

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Still can't reproduce. Does it happen every time? Please write detailed steps to understand what I am missing.

I have installed the *.12 update here an a windows 7 system. It works without any windows undocking problems.

It seems this problems appear on windows 8.x systems only.

 

Is it possible to delete the old options.xml and options.windows.xml files by default while the installation?

 

EDIT: Important: when I switch to voxels all windows undock in windows 7 too.

 

EDIT: I have deleted the Options_Windows.xml and now it works on windows 7 correctly.

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... By the way, does ALT + SHIFT + S crash 3D Coat for anyone else? Whether you use the hotkey combination or go through the HELP menu, to save a screen grab...3D Coat consistently crashes, on my end.

Tested it on windows 7: It works here. Both, as shortcut and in the help menu.

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Hi,

thanks for helping with the scale issue.

Yes size and scales aren't standarda between the apps. So I have to learn about the export/imports between the programs.

But we should have an absolute size tool where we can at least get the size or dimensions in 3d coat.

As Don said: The new measure tool is perfect for this.

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4.5.12A

In the retopo room I have defined six UV sets, that I want to act as UDIM tiles later on, and then I used Bake->Retopo->per pixel (no baking) to import the mesh to paint room with the following options.

 

post-12523-0-21393300-1439806189_thumb.p

 

I didn't enable Import Tiles as UV Sets, because all UVs were created inside 3D-Coat and therefore they are all inside 1001 UDIM tile (though all UVs are nicely spread over 1001-1006 UV sets).

 

Now, in the paint room I get this:

 

post-12523-0-53485600-1439806602_thumb.p

 

There are three problems here:

1) One empty UV-set was added out of thin air. As you can see on the screenshot - it's empty.

2) All materials are named "1001".

3) There's one material named after the filename and it's empty. There is also an object with the same name which is also empty. Both are added automatically when the scene is opened and they seem to be necessary for baking, because if I delete them and then attempt to bake, the process falls into, what seems to be, an infinite loop (with progress bar displayed on the screen forever). This is not new, as I have seen it in previous versions.

 

When I attempt to export the model with Export UV Sets as Tiles flag marked, then instead of putting each UV set into a separate tile (which I'm pretty sure is how it worked in the past) 3D-Coat puts all UV sets into 1001 tile.

 

post-12523-0-70404900-1439806744_thumb.j

Edited by ajz3d

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Unfortunately it turns out that deleting the Options_Windows.xml didn't help because now I have undocked Surface Materials window appearing in sculpt and retopo rooms every time I start 3D-Coat, load a scene or even change rooms.

I tried deleting temp directory, but still no change.

Edited by ajz3d

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4.5.12A

In the retopo room I have defined six UV sets, that I want to act as UDIM tiles later on, and then I used Bake->Retopo->per pixel (no baking) to import the mesh to paint room with the following options.

 

attachicon.gifuvsets_retopo.png

 

I didn't enable Import Tiles as UV Sets, because all UVs were created inside 3D-Coat and therefore they are all inside 1001 UDIM tile (though all UVs are nicely spread over 1001-1006 UV sets).

 

Now, in the paint room I get this:

 

attachicon.gifpaint_room_materials_uvsets.png

 

There are three problems here:

1) One empty UV-set was added out of thin air. As you can see on the screenshot - it's empty.

2) All materials are named "1001".

3) There's one material named after the filename and it's empty. There is also an object with the same name which is also empty. Both are added automatically when the scene is opened and they seem to be necessary for baking, because if I delete them and then attempt to bake, the process falls into, what seems to be, an infinite loop (with progress bar displayed on the screen forever). This is not new, as I have seen it in previous versions.

 

When I attempt to export the model with Export UV Sets as Tiles flag marked, then instead of putting each UV set into a separate tile (which I'm pretty sure is how it worked in the past) 3D-Coat puts all UV sets into 1001 tile.

 

attachicon.gifexport_uv_sets_as_tiles.jpg

 

 

As a temporary solution, while in 3DC, rename the tiles to be the UDIM ID you want it to be at, and then export. That might work.

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As a temporary solution, while in 3DC, rename the tiles to be the UDIM ID you want it to be at, and then export. That might work.

I already tried this Javis, but thanks anyway.

 

4.5.14

- fixed problem with floating undocked windows.

- measure scale fixed

- freeze related to udim fixed

I very hope it is stable build.

Andrew, did you receive my e-mail regarding baking problems in 4.5.12A by any chance? The one with a simple UDIM setup?

Edited by ajz3d

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I already tried this Javis, but thanks anyway.

 

Andrew, did you receive my e-mail regarding baking problems in 4.5.12A by any chance? The one with a simple UDIM setup?

 

Sorry man. Hope Andrew can fix this.

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Sorry man. Hope Andrew can fix this.

Ah, I didn't notice the last entry in the changelog. I just installed 4.5.14 and it turns out that in this build Andrew not only has fixed freeze issues related to UDIM baking, but also exporting UV sets to UDIM tiles and an issue with phantom material & object! Also, those floating windows are gone.

Many thanks Andrew!!! Remarkable work! :clapping:

 

The build looks very promising.

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Andrew, I have noticed that in build 4.5.14 when you have more than one material in the scene and wish to import an external curvature maps for those layers, something strange is happening.

 

Let me explain.

 

In the past builds when you wanted to import curvature maps, you simply selected one of the regular paint layers (just to be on the safe side) and you went to Textures->Import->External Curvature. Then you selected the file and upon loading it you had to select a material to which you wished to apply the map to. A new curvature layer for each curvature map you imported was created.

Now in build 4.5.14, the first time you import the external curvature map and select the material to apply the map to, you get the CurvatureMap(Auto) layer. The next curvature map you import goes right into the layer you have currently selected and not into another - new curvature layer. What is important, is that this second layer is not treated as curvature layer by SmartMaterials.

 

Okay, selecting CurvatureMap(Auto) and importing multiple external curvature maps into it seems to solve the issue. Fortunately, they do not overwrite each other.

Edited by ajz3d

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So far so good , it has some tiny bugs and users requests , but it can be a stable in my opinion. Congats.

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One of 3DC's big advantages is the frequent builds and bugfixes, which are awesome!

 

A small request: could the Linux (and OSX too) builds be put on the Google Drive share please?

 

From the pilgway.com site I get maybe 200KB/s, but from Google I get 3.5MB/s :) Now that 3DC is 500mb, it takes a while to DL. Not a big deal but if possible would be appreciated!

 

Cheers,

 

Peter B


212

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What happend to the symmetry in Retopo Room in v.14?
 

I have strange problems with

- Viewport refreshing after using "Make symmetrical copy of the layer" in virtual mode

It seems only to work in Brush mode.

 

This is a major bug!

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Another one:

When using "Conform retopo mesh" then all works fine with the retopo while moving a voxel object.

But when using UNDO, then the retopo will not be placed to the origin location.

 

EDIT: You have to use undo twice, then it seem to work. (I guess, the undo is different from the one in retopo room).

This undo should work simultanously please: In voxel room AND in retopo.

 

This is really important for some situations.

 

To the audience:
Test the undo features as often as you can please. There are a lot of small and big issues with undo in 3D-Coat.

Andrew is really thankful when you find such things.

 

Undo is one of the most important elements.

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Another one:

When using "Conform retopo mesh" then all works fine with the retopo while moving a voxel object.

But when using UNDO, then the retopo will not be placed to the origin location.

 

EDIT: You have to use undo twice, then it seem to work. (I guess, the undo is different from the one in retopo room).

This undo should work simultanously please: In voxel room AND in retopo.

 

This is really important for some situations.

 

To the audience:

Test the undo features as often as you can please. There are a lot of small and big issues with undo in 3D-Coat.

Andrew is really thankful when you find such things.

 

Undo is one of the most important elements.

 

Undo issues confirmed.

 

What i really don't understand us why small things brake on each build although it seems that Andrew is not working on them or even touch them at all.

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why small things brake on each build although it seems that Andrew is not working on them or even touch them at all

 

because the code need a rebuild. This is a high priority task on Andrew schedule and he is waiting to get a stable build to begin it.

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That was in my mind as well.

 

Thank you for the clarification Carlos.

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What happend to the symmetry in Retopo Room in v.14?

 

I have strange problems with

- Viewport refreshing after using "Make symmetrical copy of the layer" in virtual mode

It seems only to work in Brush mode.

 

This is a major bug!

Actually same exists in "stable" 4.5.03.

3D-Coat become so huge and deep that some issues are remaining invisible for many months...

Anyway I set 4.5.14 as stable, at least it is better than 4.5.03.

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Wise decision , wish you the very best with code rebuild.

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What happend to the symmetry in Retopo Room in v.14?

 

I have strange problems with

- Viewport refreshing after using "Make symmetrical copy of the layer" in virtual mode

It seems only to work in Brush mode.

 

This is a major bug!

I think Symm Copy should be disabled or a warning should appear if you click on it while Virtual Mirror mode is on....because the user is sending the application two conflicting commands. When you have Virtual Mirror mode on (it should be placed in the Toolbar, not hidden in the Retopo menu), you are telling 3D Coat that you DO NOT want real geometry across the symmetry plane....not yet, anyway. When you leave it active AND hit Symm Copy, that is a contradictory command. No wonder it's buggy. It confuses the heck out of the application. It's like one parent telling their kid to go to sleep, and the other telling them to go to the living room and do their (school) homework. :D

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1) Generally, 4.5.14 seems to be a very stable build, but it keeps resetting my Paint Room page layout. I can restore my layout with Windows->Restore This Page Layout, but every time after I quit 3D-Coat and launch it again, I am presented with the default page layout again.

I don't know if other rooms are affected because my work is limited mostly to texturing at the moment.

 

2) I'm not able to change tabs on floating Brush Alphas window while the Smart Materials window is open. Whenever I click one of Alphas tab buttons, I am presented with a message at the bottom of the screen which says:

Please close Smart Material Editor to perform this operation

I understand that this isn't a bug, but what I don't understand is why I cannot perform this operation while this window is open? I like to keep the S.M. Editor window open to temporarily tweak a colour or do some other alterations to the material without making them permanent. Closing the editor window just to change a brush alpha means that I either have to loose all changes that I made to the material, or save it. And both of them are things that I'd like to avoid.

Edited by ajz3d

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