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Andrew Shpagin

V4.5 BETA (experimental)

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Bug 

 

When dragging textures for creating smart materials it crashes 3d coat randomly. It may crash on normal, or metallness , or albedo.

 

Last 5 hours i am creating smart materials with the previous version and all good.

 

 

With the latest beta its crashing , tried to recreate previous smart materials with textures that i used before and it crashes again (so i eliminate the fact that my textures had an issue.

Send a bug report as well.

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the clip mask feature is pretty handy . i wish there as a visual way to see which layers have a clip mask and also which mask layer they are using to clip... even something simple like color coded icons or something

I completely agree. If I were the project manager of 3DC, I would have the developers work only on these kinds of workflow enhancements and bug fixes for a while.

Sent from my SM-G900P using Tapatalk

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Thanks for the new build Andrew! Downloading.

Sent from my SM-G900P using Tapatalk

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Bug 

 

When dragging textures for creating smart materials it crashes 3d coat randomly. It may crash on normal, or metallness , or albedo.

 

Last 5 hours i am creating smart materials with the previous version and all good.

 

 

With the latest beta its crashing , tried to recreate previous smart materials with textures that i used before and it crashes again (so i eliminate the fact that my textures had an issue.

Send a bug report as well.

Are you dragging them to Material editor slots or to Coat's viewport?
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Greetings Andrew , 

 

I drag the albedo first on the viewport , this works fine.

 

Once it opens the material editor and i start dragging into the slots it crashes.

 

Just rolled back to 4.5.25A and it works fine again.

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I'm getting crashes when attempting to use a SMat. Click the Smat, 3DC crashes.

 

 

...And the new AA options with brushes, stencils, etc. is really nice. Thanks Andrew. :)

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Andrew, I've sent you some crash logs for the SMat crash. Let me know if you need anything else to fix it.

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Thanks for the update Andrew. :good: By the way, would it be possible to create an option in the Render Room for a Shadow/Reflection catching ground plane....that functions similar to the DOF plane (where you can adjust the distance/position). We have that in 3ds Max, using the iRay Manager, and it makes setting up a shadow-catching plane a snap. I'm not aware of a hack we could use to catch the shadow from an object so it looks like the model is actually in the scene. Right now the model just looks like it's floating in space, as you can see here.

 

145284241440.jpg

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Thank you for the introduction of export presets!

Some additional suggestions: A check box which toggles export of mesh data was nice.That way one can skip re-export of meshes, in case

one has 3DCoat output already loaded into another program and only has the need to move updated textures from the Paint workspace to

another program. With this in place I think one could even remove the Texture Export Options in the "Textures" Menu Entry,

 

Was it thinkable to call Export presets from Hotkeys and to suppress the Export dialog? Such could make sense, in case one has 3DC textures

already hooked up in another program and has some final paint tweaks to make, with the preview renderer running.

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Great update with the  Anti-atiased painting, Preset Export options and gamma correction...  :D

@polyxo, I would not go so far in saying remove the Texture export options under the Textures Menu...

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Thank you for the introduction of export presets!

Some additional suggestions: A check box which toggles export of mesh data was nice.That way one can skip re-export of meshes, in case

one has 3DCoat output already loaded into another program and only has the need to move updated textures from the Paint workspace to

another program. With this in place I think one could even remove the Texture Export Options in the "Textures" Menu Entry,

 

Was it thinkable to call Export presets from Hotkeys and to suppress the Export dialog? Such could make sense, in case one has 3DC textures

already hooked up in another program and has some final paint tweaks to make, with the preview renderer running.

Agreed. Corona has some kind of update mechanism where simply re-exporting the file (overwriting the current one) will instantly change the materials and update those changes in the preview render.

 

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@polyxo, I would not go so far in saying remove the Texture export options under the Textures Menu...

Well, I would not insist, but a control which skips meshes on export would effectively make these entries redundant.

One could still export single textures or any combination of them and use Presets for each, including preferred file format. Just sayin...

 

Agreed. Corona has some kind of update mechanism where simply re-exporting the file (overwriting the current one) will instantly change the materials and update those changes in the preview render.

Yup, several renderers have this, they listen to file changes.

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Thank you , saved the day one more time.

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Thanks, Carlos. With the PBR emphasis on Environment Maps, this is practically a MUST HAVE feature. Cause right now, in order to render a turn table with our Environment map as our background, our model has no shadows cast onto the ground, and looks like it's floating in space....rather than actually in that environment.

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Andrew, you can see an example of this feature in this video (about using the iRay Manager in 3ds Max), starting at the 9:45 minute mark.

 

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@ Shadow Catcher – this option would indeed greatly enhance plausibilty in quick shots with 3DC's internal renderer.

Here's a thread where I brought this topic up some months ago.This is about as good as I could get, admittedly after a

lot of twiddling with imported white groundplanes / setting background to white / using alpha channel. Still quite splotchy

shaddows...

jFG535O.jpg

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4.5.26 [beta]

Hi

Great upgrade ty !

About the new export option: how do you select now the Normal Map Software preset ?

 

post-10142-0-63162500-1452947200_thumb.j

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I get constant crashes using 3.5.26A when sculpting over default sphere or manbust with my presets (both Dx and Gl)

I attached crash report as 3Dcoat does not offer me to send it.I reverted to 4.5.25 (no crashes there)

I tried a clean install of 4.5.26A and also reverted to another nvidia driver to no avail. :( 

crash.zip

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I moved back to 4.5.25 too. Had a crash in paint room when switching smart materials in fill mode.

 

Additionally bug: The smart material normalmaps will not be calculated in preview when using fill tool and select a material. I can see them when starting to edit a smart material. But  not always. Seems to be a bit buggy. The sm normalmaps works in pen mode.

 

Don't forget to implement undo for numericial values in smart materal editor! There is no undo implemeneted when typing in a value and want move back to the last input.

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