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Andrew Shpagin

3DCoat 4.7 (BETA testing thread)

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36 minutes ago, Carlosan said:

Hi

is related to this ?

- Clicking on faces from different UV set will select current UV set in retopo/uv room.

- Other UV sets are shown in retopo room as well, you may operate over vertices/faces not only in current set/group but in other sets/grups as well.

I asked Andrew about allowing users to be able to work on a mesh, even if it have one part on another UV set. For example, when a user puts the UV's for the head on one, and another for the body....it seems rather silly to block the user from being able to work on one part just because the other part has a different UV set.

If this was his answer, it's not implemented correctly. You don't have to select anything to have this problem, mentioned in my previous post, occur. If you are working on a given UV set, 3D Coat will select UV islands from other UV's and make it hard for you to select what you want. It's a mess

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I had the same problem as Don, where I left it for a little while and when I came back after my computer went to sleep and to made 3d coat the active program, it froze and I had to restart my system.  I didn't experience any issues other than that.  But I didn't use it extensively.  I wouldn't call this one stable yet.

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Just wondering,

it was mentioned in another thread, but I couldn't find a definitive answer.  Can I work on a file that has several UDIM tiles from Mari?  If so, how do I import properly?

Thanks!

-G

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27 minutes ago, gbball said:

Just wondering,

it was mentioned in another thread, but I couldn't find a definitive answer.  Can I work on a file that has several UDIM tiles from Mari?  If so, how do I import properly?

Thanks!

-G

When you import the object, there is a checkbox in the IMPORT Dialog for IMPORT UV TILES. This converts them to UV sets in 3D Coat. If you need to get those back into UDIM form, on export, there is a similar option in the EXPORT dialog, to convert them back to UDIM

3 hours ago, gbball said:

I had the same problem as Don, where I left it for a little while and when I came back after my computer went to sleep and to made 3d coat the active program, it froze and I had to restart my system.  I didn't experience any issues other than that.  But I didn't use it extensively.  I wouldn't call this one stable yet.

My system didn't even go into sleep mode or anything. If I took a break to eat something, check e-mails and such, etc....and come back and un-minimize the app, it would crash

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Awesome!  Thanks Don!

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4.7.03 [beta, possibly stable]

- Mouse wheel may be used to switch droplists items and to adjust sliders.

- Undo in primitives when sliders used to adjust values

- set of crashes fixed

- selecting of faces from other uv sets fixed

- upload to sketchfab fixed

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17 hours ago, AbnRanger said:

I asked Andrew about allowing users to be able to work on a mesh, even if it have one part on another UV set. For example, when a user puts the UV's for the head on one, and another for the body....it seems rather silly to block the user from being able to work on one part just because the other part has a different UV set.


Substance painter has this problem last time I tried it. I hope they change it. I couldn't paint on anything unless I choose the specific uv set. Makes the workflow really slow.

 

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2 hours ago, geo_n said:


Substance painter has this problem last time I tried it. I hope they change it. I couldn't paint on anything unless I choose the specific uv set. Makes the workflow really slow.

 

The issue is, when 3DC hopefully supports multiple tiles per polygons (happens a lot in many situations, as I'm sure you're aware), which one would/should it pick? I'd rather personally choose this. In the mean time while 3DC is lagging behind in the UV department, I think it's not a problem, but when this changes... And I hope it does soon, then another solution will be needed, which I've already outlined for Andrew in years past.

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Hi

2nd issue, slider.jpg changing any slider using LMB (L<-->R) is step slow until you use mouse wheel first time.

- The another issue, step by step sc.

1.jpg

2.jpg

3.jpg

4.jpg

 

 

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Wow - there's a lot to look at in this upgrade. Thanks Andrew and gang.

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Bug 

 

Click on Quad strip tool --> instant crash.

 

Win 10 , gtx 980 latest drivers , latest beta in GL

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v4.7.01

I can't import Displacement maps to same mesh. The uv are ignored. Do someone has the same problem?

How to reproduce:

1. Take a mesh

2. Paint a black and white texture for using as displacement map.

3. Export the map to bitmap file.

4. Import the map as displacement for the same mesh.

-> Result: The imported map ignores the uvs.

This happen in vertex mode too.

Is this my fault?

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I am not able to import 3dcpacks.

Do someone can confirm this?

I have shared a material Folder, but I do not see the materials after import and restart.

As I see the related pbrm files are copied in the main user folder of my 3DC installation but nothing happens.

I have deleted the same folder in my Smart Material lib before imported it back for testing. Can this be the reason?

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4.7.03

import 3dcpacks = no problems

-------------------

import displacement map, i cant see any issue, sorry

DM.jpg

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On 28.6.2016 at 7:41 PM, Michaelgdrs said:

Bug 

 

Click on Quad strip tool --> instant crash.

 

Win 10 , gtx 980 latest drivers , latest beta in GL

Noticed it also. Doesn't always happen, but often. Tool also doesn't have any effect when I draw a stroke on the highres surface. A red line appears, but no polygons.

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Its still in BETA and unfinished , so it doesnt work yet , just wanted to point out the crash , as if someone has a non saved retopo work and try to use the tool it will crash the software out.

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11 hours ago, Carlosan said:

4.7.03

import 3dcpacks = no problems

...

I am not shure if you tried the right way.

Try this please:
1. Go to smart materials window

2. Create a new folder and set a new smart material there.

3. Press right mousebutton on a material and schoose "Share items folder". Save it as 3dcpack.

4. Delete the folder and restart 3DC.

5. After restart 3DC import your 3dcpack

6. Restart 3DC to see the imported smart mat folder

-> Nothing imported.

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2 test making create, delete, restart...

- RMB Share item and Share item folder are not working.

- But File > Create extension & selecting the PBR shader folder is working.

Delete.jpg
 

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On 1.7.2016 at 2:25 AM, Carlosan said:

2 test making create, delete, restart...

- RMB Share item and Share item folder are not working.

- But File > Create extension & selecting the PBR shader folder is working.

Delete.jpg
 

OK.Thank you Carlos.

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Andrew,

When you export with Layer 0 hidden to get alpha transparency, in the diffuse/albedo channel you now get block boxes all around the painted areas. This completely destroys all export from 3DC, making it useless. This happens no matter which export method I use, be it from FIle>Export, Textures>Export or Layers>Export. This completely defeats the purpose of painting or updating single layers for overlaying. Please fix this.

Thanks.

 

EDIT: This is a huge pain in the ass, it adds a lot more work that defeats the purpose of exporting with an alpha. You still need to manually select the color range in PS. This is a total mess. I'm mid-project with a deadline, I wish I hadn't used 3DC for this. :dash2:Mari and Substance Painter are looking better every day.

No_Layer0_FileExport_Albedo.tga

Layer0_FileExport_Albedo.tga

No_Layer0_TexturesExport_ColorOnly.tga

Layer0_TextresExport_ColorOnly.tga

Edited by Javis
Additional info & Images

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Texture export with transparency has always been a problem for me, too. This is since 3dcoat 3.

There's always a light gray color in the background.

Turning off layer 0 has always produced black boxes for me, too, so I never used it.

Using 3dcoat 4.5.19 for export

 

3dc4.zip

3dc4_icosahedron1_auv_color.png

3dc4_icosahedron1_auv_color.jpg

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4.7.04 (beta, very possibly stable)

- Antialiasing tuned to work correctly for text, rectangular fill.

- Share item/folder works correctly for smart materials

- sliders adjustment tweaked to be more convenient

- Retopo->Select path works correctly

- shaders/panoramas/export presets adjusted for better correspondence with standarts

- upload to Sketchfab corrected. Pay attention that if after upload you are getting "Upload screenshot" instead of model - click "Change API key" in upload dialog and re-enter the key.

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Javiis, I tried to export with hidden Layer0. There are my observations:

 

1) If you will view image in viewer like FastStone or open in PS on the first glance it looks like there are some black squares that make image unuseable.

2) BUT! IMPORTANT! any of thata stuff is in the area there opacity is completely ZERO. So if you will use the image anywhere to render anything the squares will be invisible. The problem happens only because PS and viewers are showing image without taking alpha channel into account. I may assign oter color (say black) to unused areas but it actually will change absolutely nothing in terms of using the texture or results of rendering. 

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