Guest pnog Posted June 4, 2016 Share Posted June 4, 2016 (edited) 1 hour ago, AbnRanger said: http://www.screencast.com/t/zo3Ov6CfI Please look at this video: https://youtu.be/IBmpWJzVN_w Edited June 4, 2016 by pnog Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 4, 2016 Share Posted June 4, 2016 Could you please after press clone BUT before press apply move the faces a little ? ty shooting in the dark, because Is working fine in 4.5.40 fresh install (on my comp) //edit Works new layer auto-creating with source Retopo layer clone? yes Quote Link to comment Share on other sites More sharing options...
Guest pnog Posted June 4, 2016 Share Posted June 4, 2016 (edited) 1 hour ago, Carlosan said: Could you please after press clone BUT before press apply move the faces a little ? ty I've already tried that. Nothing changes. Faces moved, not cloned. Have you looked my video? The video shows the bug for a certain condition of layer names. 1 hour ago, Carlosan said: shooting in the dark, because Is working fine in 4.5.40 fresh install (on my comp) What exactly works? Works new layer auto-creating with source Retopo layer clone? Edited June 4, 2016 by pnog Quote Link to comment Share on other sites More sharing options...
Advanced Member The Candy-floss Kid Posted June 4, 2016 Advanced Member Share Posted June 4, 2016 Bas Relief Coefficient Andrew, since V4 the coefficient setting in the bas relief tool that previously worked with v3 has no effect. I noticed that in V4.5 you have introduced a taper facility - this however is not the same as using the taper facility when setting the coefficient higher than 1 as it once worked in v3. I would appreciated it when new features are added that you ensure that previous feature functionality is also maintained. Could you please take a look at the coefficient control in v3 and bring it back. Many thanks. Quote Link to comment Share on other sites More sharing options...
Guest pnog Posted June 4, 2016 Share Posted June 4, 2016 (edited) 3 hours ago, Carlosan said: //edit Works new layer auto-creating with source Retopo layer clone? yes I'm used Win7 Home Ext. 64 bit. 3D-Coat 4.5.40 (DX64), 3D-Coat 4.5.37 (DX64) New Retopo layer not created by layer cloning. Edited June 4, 2016 by pnog Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 4, 2016 Share Posted June 4, 2016 First back up, and then remove %USERPROFILE%\Documents\3D-CoatV45\ToolsPresets directory and see if it helps. Restore the directory if it doesn't. Quote Link to comment Share on other sites More sharing options...
Guest pnog Posted June 5, 2016 Share Posted June 5, 2016 (edited) 14 hours ago, Carlosan said: First back up, and then remove %USERPROFILE%\Documents\3D-CoatV45\ToolsPresets directory and see if it helps. Restore the directory if it doesn't. I completely reinstall the program: 1. Uninstall 3D-Coat. 2. Reboot computer. 3. Download "4.5.40 - 64bit" from 3dcoat.com/download/ (from "EU" server). 4. Install "4.5.40 - 64bit" Then check Retopo layer clone functionality again: Nothing has changed. Please check my video. https://youtu.be/ywQs5lwUIFc Video Explanations: First, I checked whether the new layer is created or not by cloning: Not. А new layer not created, and must be created manually. It's OK! No problem with this! Second, I renamed the source Retopo layer to "TEST" and clone this layer again. А new layer not created, and must be created manually. It's OK! No problem with this! Third, I renamed newly created layer to "TEST1" and then clone my source layer ("TEST") again. А new layer not created, and must be created manually. It's OK! No problem with this! But this time source layer ("TEST") CLEARED! It's NOT OK! It's a bug. Edited June 5, 2016 by pnog Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 5, 2016 Share Posted June 5, 2016 Bug reported, ty ! 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 5, 2016 Reputable Contributor Share Posted June 5, 2016 4 hours ago, pnog said: I completely reinstall the program: 1. Uninstall 3D-Coat. 2. Reboot computer. 3. Download "4.5.40 - 64bit" from 3dcoat.com/download/ (from "EU" server). 4. Install "4.5.40 - 64bit" Then check Retopo layer clone functionality again: Nothing has changed. Please check my video. https://youtu.be/ywQs5lwUIFc Video Explanations: First, I checked whether the new layer is created or not by cloning: Not. А new layer not created, and must be created manually. It's OK! No problem with this! Second, I renamed the source Retopo layer to "TEST" and clone this layer again. А new layer not created, and must be created manually. It's OK! No problem with this! Third, I renamed newly created layer to "TEST1" and then clone my source layer ("TEST") again. А new layer not created, and must be created manually. It's OK! No problem with this! But this time source layer ("TEST") CLEARED! It's NOT OK! It's a bug. It's a bug only in the latest build. It worked properly before, so if it is a major impediment for you at the moment, you can install a previous build. I had encountered and reported this problem before you mentioned it, so hopefully, Andrew will have this fixed in the next build. I was just trying to suggest a temporary work-around, til then. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 6, 2016 Share Posted June 6, 2016 Hi! Generally it is not a bug, but it really leads to user's misunderstood. Geometry will be merged to same layer. In next build cloned geometry will be placed to new layer. Andrew 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 8, 2016 Contributor Share Posted June 8, 2016 On 16/5/2016 at 4:07 PM, carrots said: light baking tool bakes all lights of the rendering room. Option camera_targer turns light with the camera. SSS parameters: What is the best practice for lights from render room? Meaning , i want to get the same result i see in the render room. From Color blending Standard i set to screen , pin light , overlay but result is not the same. Any tips? Thank you. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 9, 2016 Reputable Contributor Share Posted June 9, 2016 5 hours ago, Michaelgdrs said: What is the best practice for lights from render room? Meaning , i want to get the same result i see in the render room. From Color blending Standard i set to screen , pin light , overlay but result is not the same. Any tips? Thank you. I tried to get with Volodya (Carrots) about this, recently, but got no response back. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 9, 2016 Contributor Share Posted June 9, 2016 No worries Don , i can wait , thank you very much. Quote Link to comment Share on other sites More sharing options...
carrots Posted June 9, 2016 Share Posted June 9, 2016 (edited) Michaelgdrs, please attach some screenshots to better understand the problem. Or better write me on skype. Edited June 9, 2016 by carrots Quote Link to comment Share on other sites More sharing options...
carrots Posted June 9, 2016 Share Posted June 9, 2016 You can use multiply layer blending mode. Direct light map is baked so that it can be used without IBL/PBR shading in the Flat Shade [2] mode. 2 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 9, 2016 Contributor Share Posted June 9, 2016 (edited) Works like a charm , multiply was not included in my tests but as carrots says , it works great. Was using screen and 2 other blends combo , and it was so simple to do with just multily lol. Edited June 9, 2016 by Michaelgdrs Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 9, 2016 Reputable Contributor Share Posted June 9, 2016 1 hour ago, Michaelgdrs said: Works like a charm , multiply was not included in my tests but as carrots says , it works great. Was using screen and 2 other blends combo , and it was so simple to do with just multily lol. And SSS? If you already have some color texture done, how do you blend them together when SSS uses Emission blending mode? 2 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 9, 2016 Contributor Share Posted June 9, 2016 Correct , for SSS i am using Emission and multiply / screen in some cases i need to bring it up a bit more. 1 Quote Link to comment Share on other sites More sharing options...
carrots Posted June 9, 2016 Share Posted June 9, 2016 1 hour ago, AbnRanger said: And SSS? If you already have some color texture done, how do you blend them together when SSS uses Emission blending mode? 32 minutes ago, Michaelgdrs said: Correct , for SSS i am using Emission and multiply / screen in some cases i need to bring it up a bit more. To save the emission SSS effect and coloring of the object, you can use option "Luminance To Alpha" 3 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 10, 2016 Contributor Share Posted June 10, 2016 True , forgot to mention this. P.S Still blown up from the sympicity and at the same time the power of Render room light !!! Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted June 10, 2016 Contributor Share Posted June 10, 2016 (edited) Is Clone tool in retopo room broken in 4.5.40? I cannot clone faces to a new retopo group any more. They stay in their initial group. This means that if I don't translate them to a new location after entering the tool, faces are stacked on top of their original versions. --- Okay, I just noticed that it was already mentioned. Edited June 10, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted June 13, 2016 Contributor Share Posted June 13, 2016 (edited) @Andrew Shpagin, I'm having some problems with Global Uniform algorithm failing to unwrap some areas of my character, even though it does a fine job unwrapping other parts with the exact same topology. Here it doesn't like the pinky finger, but other fingers which have the same topology unwrap correctly: The underside island of the pinky finger also unwraps incorrectly: It's not limited to this particular model. I often notice weird GU unwrapping errors with other cylindrical shapes. Edited June 13, 2016 by ajz3d Quote Link to comment Share on other sites More sharing options...
Member zoic Posted June 13, 2016 Member Share Posted June 13, 2016 Im playing with 4.5.40 beta and dont see new retopo functions as quad paint from Farsthary , its not included in this version or im doing something wrong? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 13, 2016 Reputable Contributor Share Posted June 13, 2016 38 minutes ago, zoic said: Im playing with 4.5.40 beta and dont see new retopo functions as quad paint from Farsthary , its not included in this version or im doing something wrong? Go to the EDIT Menu > PREFERENCES and under the General tab, there should be a check box for SHOW BETA TOOLS. Make sure that is checked, and you should now see them. 2 Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 13, 2016 Share Posted June 13, 2016 2 hours ago, ajz3d said: @Andrew Shpagin, I'm having some problems with Global Uniform algorithm failing to unwrap some areas of my character, even though it does a fine job unwrapping other parts with the exact same topology. Here it doesn't like the pinky finger, but other fingers which have the same topology unwrap correctly: I think the issue is that polygon at the end, it's trying to spread it flat but doesn't know what what to do with that one. I suggest making some seams here: 1 Quote Link to comment Share on other sites More sharing options...
Taros Posted June 14, 2016 Share Posted June 14, 2016 IMPORTANT BUG in retopo room: Move selected faces to the current layer is buggy! Please fix this asap. Faces will be moved, but are still connected to the source layer. It is really important. Thank you! Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted June 14, 2016 Contributor Share Posted June 14, 2016 11 hours ago, philnolan3d said: I think the issue is that polygon at the end, it's trying to spread it flat but doesn't know what what to do with that one. I suggest making some seams here: Yes, they do make the island unwrap without errors, but at the same time I'm left with two seams in place where I don't want them. Other fingers, which have THE EXACTLY SAME topology unwrap correctly without the need of inserting additional seams. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 14, 2016 Share Posted June 14, 2016 Of course you can always adjust it manually. It would only take a few seconds to correct this. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted June 17, 2016 Contributor Share Posted June 17, 2016 On 14 czerwiec 2016 at 9:10 PM, philnolan3d said: Of course you can always adjust it manually. It would only take a few seconds to correct this. I think you will agree with me, Phil, that every extra (normally unnecessary) step you need to perform during each iteration of asset creation has a negative impact on the whole pipeline. A few seconds here, then another few seconds, and another... When you need to do multiple iterations, it stacks up into minutes and hours and is prone to user error. Heh, it's comparable to painting out normal map errors in Photoshop after each bake, a relict from old times. GU algorithm is great, but there are some situations where it fails. In the particular case of those two islands, it would be better if maybe 3DC offered some choice for the "areas of doubt" whether they should be unwrapped fully with GU, best-plane-projection, or averaged between those algorithms. Or maybe some minor tweak to the code would be enough to fix that. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 17, 2016 Share Posted June 17, 2016 Oh sure, I just meant for now. 1 Quote Link to comment Share on other sites More sharing options...
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