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Andrew Shpagin

V4.5 BETA (experimental)

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This topic has been brought up before, but since I started to dig into making smart materials I will address the issue also.

 

The projection of the textures when applying your smart material is quite a bit blurrier than what is shown in the viewport preview window...

The preview window shows sharper and nicer looking textures but when applied to the model they are blurred to a high degree.

 

Texture linear filter is on, and that of course will blur the texture but should only blur slightly. 

The first attached image is orignally a jpg (5000x3000) canvas cropped to a 2K image in Photoshop. It is not resampled. Of course there still will be some jpg artifacts. The second image is from the default rust smart material.

Cube mapping was used.

 

I tried various solutions but all to no avail...

Rendering in the render room does not remove the blurring. I know that the preview window is rendering in real time but so is the render room.

I know that the texture anti -aliasing was improved though I think the blurring comes from something else in the formula, only a guess here...

 

 If possible can the projection of textures be improved as it would be very helpful. From a distance the textures look fine but for closer in camera shots in rendering or a game engine the blurring effects the quality of the final outcome... Thanks for adding the PBR workflow so having the textures projected better will only improve the PBR workflow....

 

Even if this means, it taking a little longer for the material to be applied, I would not mind personally so there could better projected textures.

 

EDIT: I ran another test which I forgot to do, I increased the amount of texture space on one of the uv islands and this does help but there still is a difference from what you see is what you get in the final applied projection. The projection in the preview viewport is now really sharp and the paint room's viewport is blurred but less noticeable because of the increase texture space given to the uv island. Again rendering in the render room with anti-aliasing on does not remove the blurring

post-518-0-11262000-1454545683_thumb.png

post-518-0-39246400-1454546237_thumb.png

Edited by digman
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Are you shure your object texture is high enough resoluted?

The preview window is an own renderer and just a "preview".

 

For me it looks like a special GPU renderer, but could be CPU too. Andrew not mentioned yet much about the preview window renderer... This could be a good sign. For me it looks like a future preview to a new render feature for the render room. But this is only my personal assumption... ;)

 

EDIT: I am right. Attached a test screen with a default material. My object texture res is 256x256 px.

post-955-0-46579200-1454574861_thumb.jpg

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Are you shure your object texture is high enough resoluted?

The preview window is an own renderer and just a "preview".

 

 

EDIT: I am right. Attached a test screen with a default material. My object texture res is 256x256 px.

 

There definitely is a difference in quality when applying the material in comparison to the preview render window, I have noticed this also. Sure, the preview render window is just a preview, but even if you apply a texture to a perfectly layed out UV set and 4K texture, it will still be noticably blurrier than what is seen in the preview window.

 

That should not be the case, and I did not notice this behavior previous to the new beta.

 

Might be due to the new antialiasing that was implemented, blurs the entire texture a bit? Don't know.

Edited by wilson66
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Only in 8k and up is almost the same guys.

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@Taros

Quote from my post... "The first attached image is orignally a jpg (5000x3000) canvas cropped to a 2K image in Photoshop"

The second image is also a 2K default image that comes with 3DC... 

Plus I later gave one of the uv islands a larger amount of uv island space at least 2/3rds the size of the 2k texture space. It was better but still the projection was somewhat blurry.

Uv texture resolution 2K... 

 

I been around the 3D world long enough and been using 3DC for 8 years to know all about that stuff.

 

I do not expect 2k textures to be the best in the world but some improvement in the projection is needed I believe.

 

Input from the long time users of 3DC which you are one, when we see something that could be improved I know the development team desires to hear from us.They will tell us if it is possible or not...

Edited by digman
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@Taros

Quote from my post... "The first attached image is orignally a jpg (5000x3000) canvas cropped to a 2K image in Photoshop"

The second image is also a 2K default image that comes with 3DC... 

Plus I later gave one of the uv islands a larger amount of uv island space at least 2/3rds the size of the 2k texture space. It was better but still the projection was somewhat blurry.

Uv texture resolution 2K... 

 

I been around the 3D world long enough and been using 3DC for 8 years to know all about that stuff.

 

I do not expect 2k textures to be the best in the world but some improvement in the projection is needed I believe.

 

Input from the long time users of 3DC which you are one, when we see something that could be improved I know the development team desires to hear from us.They will tell us if it is possible or not...

Reading text in detail enlightens... Sorry digman.

 

You are right. This should be solved or improved.

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I'm having trouble rearranging tool presets. The cursor changes into crossed move arrows, but the presets cannot be dragged.

 

---

 

I just experienced a crash when I opened Brush Options window (pop-up) with Clay voxel tool selected (actually - an old preset). Note the strange Spacing value. It wasn't selected though and the only thing that was is the Sharp Shape (Old Style).

 

post-12523-0-33122100-1454678761_thumb.j

 

post-12523-0-43604000-1454679086_thumb.p

 

---

Soft Scrape flag of the Scrape voxel tool is not remembered by presets.

Edited by ajz3d

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I tried switching from 4.5.19 to 4.5.28 Windows 7 64bit CUDA to avoid this issue whereby I'm getting these weird unselectable areas with the pose tool, but it's still occurring. Any ideas why or how to fix?

 

post-38412-0-12076100-1454692186_thumb.p

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I get this now and again. I think I nailed the problem.....or maybe I have not ....after a while I came to the conclusion it only happens when the object is intersecting the "floor" , that is , point zero on the grid. Maybe take a look and see. Is your object in that vicinity? Other than that ....no idea..... :wacko:

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I tried switching from 4.5.19 to 4.5.28 Windows 7 64bit CUDA to avoid this issue whereby I'm getting these weird unselectable areas with the pose tool, but it's still occurring. Any ideas why or how to fix?

 

attachicon.gifunselect.PNG

It is a bug.... I have seen it for a while... Try saving the scene, close 3DC then reopen... 

Edited by digman
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I'm getting strange artifacts when sculpting with ExtrudeClay. Most noticeable in stamp drag mode.

 

post-12523-0-21330500-1455011596_thumb.j

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Manual retopology is still not really usable for me. Vertices keep snapping to objects that are hidden, in space somewhere far away from the only visible object they are supposed to snap to. View also rotates around those points (rotate around last draw point) which makes navigating difficult sometimes.

 

Makes no sense at all, retopology of certain overlapping objects is absolutely impossible this way.

 

I need to do this in Modo instead. Would be really nice if the retopology tools could actually ignore all objects that are hidden from view.

Edited by wilson66

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Again I will request a update to the Texture Baking tool to PBR Standards... Users are still using it to bake textures to other models.. 

Link to a thread, though he does not mention PBR but I would have imagined he used the PBR workflow...

 

http://3dcoat.com/forum/index.php?showtopic=18918#entry131545

Edited by digman
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Smoothing a layer in paint room (textures -> adjust -> smooth current layer) produces strange lines artifacts:

 

artifacts.jpg

 

Lines do not follow any UV seams. Same thing happens when exporting all layers to external editor (Photoshop), smoothing the layer there, and saving. When the layer is reloaded in 3DCoat, the lines artifacts appear.

 

When I smooth the layer manually, save, close the file, and re-open it, the lines also appear. Very, very bad.

Edited by wilson66

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Wilson , this happens all the time?

 

I try to replicate but so far i cant.

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I saw at Mantis that Andrew was fixing a bug and assigning it as fixed for 4.5.29 so one must be in the works...

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Someone said in another thread that PBR was going to get some sort of update, anyone know anything about that? 3DC could really use a nice SSS shader.

Updated transparency would be really great too (would be nice to see hair and such without all sorts of sorting issues).

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Also, when was the last time the UV room got any real updates? The tools are pretty good overall, but there's definitely a lot that could be improved.

I'd especially like to see the packing system get updated so it's comparable to more recent software like IPackThat.

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I really hope he is working on the brush alpha issue Digman and I addressed on here, recently. It's a very serious and long-standing problem. I want 3D Coat to use the exact brush alpha I store in the pallet....not some crude, low res version of it.

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....that and perhaps consolidation the mesh structures in 3D Coat. No more Retopo Meshes and Paint Room meshes. Just one unified mesh. If it has a UV map, it can be painted in the Paint workspace. What used to be/is a Retopo mesh would be the same mesh that is painted on in the Paint Workspace. If you need to subdivide the model or make some modeling edits, no need to export and import, then export and import again, just to resume painting.

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+100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 On what just Don wrote.

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....that and perhaps consolidation the mesh structures in 3D Coat. No more Retopo Meshes and Paint Room meshes. Just one unified mesh. If it has a UV map, it can be painted in the Paint workspace. What used to be/is a Retopo mesh would be the same mesh that is painted on in the Paint Workspace. If you need to subdivide the model or make some modeling edits, no need to export and import, then export and import again, just to resume painting.

Man that would be awesome. And a way to preserve UV's while you make those edits too please.

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