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Andrew Shpagin

3DCoat 4.7 (BETA testing thread)

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1 hour ago, Andrew Shpagin said:

Can't reproduce the problem, please provide steps to reproduce.

Just came in , i am on it asap

 

Issue 1

 

1) On clean layer

2) Select fill tool settings Layer with Use colour Tolerance ticked

3) Pressing layer and on Do you want to fill entire layer pressing yes

4) ----> ISSUE 1 On this layer on Mtl.history the material is not there (In other words the fill tool is not recorded on the Mtl.history 

 

Issue 2  (got corrected after a clean install)

 

1) Create a new layer

2) With brush tool draw something 

3) Material is recorded on the Mtl.history

4) Create a new layer and from the previous layer copy the material and paste it to the new one.

5) Select any other material from the smart materials panel

6) Take the fill tool and do steps  2 and 3 from the previous issue on the Mtl.history from the previous layer , it paints a white material.

 

BUT after i did a clean install it works with out issues (Issue 2 fixed) , issue 1 is still there.

 

 

 

Edited by Michaelgdrs

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Bug:

Changing color of attached materials does not refresh model/material preview in smart material library. Old color value stay when editing by using RMB on smart material library slot.

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This is not crucial but would it be possible also to put "Treat Retopo Objects as Paint Objects"  selection and deselection in the Popup bake panel. Of course keep it in the preferences menu as well. 

The panel box made a little higher in height and maybe placed under " Treat materials as separate textures"

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This video begins the demonstration of the Texture Baking process in 3D Coat. Explaining in general terms, how the process typically works, including Sequential Texture Baking 

 

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On 11/05/2017 at 11:17 AM, Frimasson said:

new bug : :in the paint room, when i merge down a layer that has a 'replace depth' value, the 'replace depth' effect is not keeped.
Same bug with a layer folder

 

I found that this bug occur only when the depth opacity of the layer to be merged is 100
I found a kind of workaround

Edited by Frimasson

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Found a possible bug in 4.7.29, it might have been in the program for awhile or a new one. When I export a normal map layer if I have two UV sets named the exact same thing it overwrites one of them. It is an east fix to go to the UV tab and rename one of the sets but a user may not realize what is wrong and get the wrong exported maps. EDIT: This actually appears to happen when exporting any texture map, tried it with ambient occlusion map too.

Repro Steps:

1) Create 2 UV sets named the exact same thing on a model (can be 2 separate models) in UV room

2) In paint room add normal detail to both of the UV sets (make the normal detail distinct enough to tell the difference between the two

3) Export both normal maps

4) Observe the normal map detail is overwritten on one of the files

 

 

Edited by Mystical

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47 minutes ago, Tony Nemo said:

The UV maps were probably named "Default".

Nope, in this case I had two named 'red dot'

and one of my red dot UV's sets overwrote the other red dot UV set normals/occlusion when exporting. Even if I tried to export a single map one would still overwrite the other it appeared. I had to rename the set or delete that object with the same set name to fix it.

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3d coat 4.7.29 win 64 and  3d coat 4.5.40
Sculpt room / Surface mode
Bug with the bridge tool
The bridge tool works with the probe method, but not with the Mote carlo, or the min angle method
You can reproduce this bug by bridging 2 cube or spheres primitives

I've also got an issue with copy and merge (with booleans) 2 objects with around 10 millions polys, in surface mode
3d coat freeze 
 

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On 5/18/2017 at 9:32 PM, Frimasson said:

3d coat 4.7.29 win 64 and  3d coat 4.5.40
Sculpt room / Surface mode
Bug with the bridge tool
The bridge tool works with the probe method, but not with the Mote carlo, or the min angle method
You can reproduce this bug by bridging 2 cube or spheres primitives

I've also got an issue with copy and merge (with booleans) 2 objects with around 10 millions polys, in surface mode
3d coat freeze 
 

I am working lately with over 25 Million and here Merging and Copying work just fine, but it takes rather long. So maybe it could be a performance issue?

If I may add if I go over 10 Million It will start forgetting the undo and it will only let you go back 2-3 times then you're stuck. Maybe it is just on my behalf idk...

 

 

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On 5/18/2017 at 0:32 PM, Frimasson said:

 

I've also got an issue with copy and merge (with booleans) 2 objects with around 10 millions polys, in surface mode
3d coat freeze 
 

Works much better in Voxels, right?

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Two features I have been desiring of late is these two.

Folders for The Preset tool panel.  Reasons for, the more complex or varied your use of 3DC becomes, you need more varied user created brushes or tools.

The current Preset tool panel can become quite cluttered. Yes you can clear out all the presets and load one that just has what you need atm but that is not very efficient. 

Adding folders to the Preset tool panel would help greatly in keeping your created brushes and tool in categories.

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

Next request. To be able to shift select several layers at once to delete or move. 

The above is always based upon the current development cycle.  Adding the two items requested at some point as time allows would be much appreciated.

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10 hours ago, digman said:

Two features I have been desiring of late is these two.

Folders for The Preset tool panel.  Reasons for, the more complex or varied your use of 3DC becomes, you need more varied user created brushes or tools.

The current Preset tool panel can become quite cluttered. Yes you can clear out all the presets and load one that just has what you need atm but that is not very efficient. 

Adding folders to the Preset tool panel would help greatly in keeping your created brushes and tool in categories.

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

Next request. To be able to shift select several layers at once to delete or move. 

The above is always based upon the current development cycle.  Adding the two items requested at some point as time allows would be much appreciated.

+1

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+ 1 to these requests.

I would add a more robust SMOOTH option while painting high resolution textures. It's useless on 4k+ to use the shift while painting.

Don't know if its system constrained but it have to be a way of smooth high resolution textures.

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@AndrewShpagin: Are Trello's or Mantis' feature requests taken into consideration by the DevTeam when it comes to define goals for the next release?

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11 hours ago, dimitribastos said:

+ 1 to these requests.

I would add a more robust SMOOTH option while painting high resolution textures. It's useless on 4k+ to use the shift while painting.

Don't know if its system constrained but it have to be a way of smooth high resolution textures.

That and SMOOTH SELECTION in the Pose tool. It is practically useless. We really need a GROW/SHRINK selection and a very robust Smooth Selection, to make the Pose tool more user friendly. It's a bigger hassle than it needs to be, currently.

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12 hours ago, AbnRanger said:

That and SMOOTH SELECTION in the Pose tool. It is practically useless. We really need a GROW/SHRINK selection and a very robust Smooth Selection, to make the Pose tool more user friendly. It's a bigger hassle than it needs to be, currently.

I really agree!

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18 hours ago, Thomas Cheng said:

Still getting Calculate Occlusion problems.

Screenshot 2017-05-24 23.20.15.png

Ok, I've updated to a new set of drivers and the problem is fixed.  Sorry for any complications.

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I'm working on creatures sculpting for an advertising, in surface sculpting mode.
At some point, the director asked to add body parts (wings) 
I had to possibilities :
1 / To convert the mode to voxels, do booleans, then reconvert to polygons.
Even with a 160 000 000 voxels/poly models, a lot of fine details were lost
2 / try to  merge new parts with booleans
I have repetitive issues with merge booleans in 3dcoat. The bridge tool dosen't worked well either in this case.
I ended to do the boolean in blender with a 22 million poly model
Is it possible to have a more robust or permissive boolean in 3d Coat, that worked even ii a have to fix some holes, or mesh issues ? It is the main bottleneck in my workflow

Thanks

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6 hours ago, Frimasson said:

I'm working on creatures sculpting for an advertising, in surface sculpting mode.
At some point, the director asked to add body parts (wings) 
I had to possibilities :
1 / To convert the mode to voxels, do booleans, then reconvert to polygons.
Even with a 160 000 000 voxels/poly models, a lot of fine details were lost
2 / try to  merge new parts with booleans
I have repetitive issues with merge booleans in 3dcoat. The bridge tool dosen't worked well either in this case.
I ended to do the boolean in blender with a 22 million poly model
Is it possible to have a more robust or permissive boolean in 3d Coat, that worked even ii a have to fix some holes, or mesh issues ? It is the main bottleneck in my workflow

Thanks

I would try to use the SPLIT tool to split apart into a separate layer, just the area where you need to merge parts, that way the boolean is a bit more simplified for Surface mode, or switching to Voxel mode doesn't undo your LiveClay work.

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18 hours ago, Frimasson said:

1 / To convert the mode to voxels, do booleans, then reconvert to polygons.
Even with a 160 000 000 voxels/poly models, a lot of fine details were lost
 

same issue I meet often, maybe a solution could be if 3D Coat could detect, when switching back from voxels to surface, which areas of voxels were not changed and use the original surface for these areas

Slow quality loss from switching is always an issue, also in the other direction, when working in surface mode for a while, and then going back to voxels.

Only when using Surface tools in voxel mode everything is fine, these functions keep the original voxels.

Edited by ray

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