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Andrew Shpagin

3DCoat 4.7 (BETA testing thread)

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I've found a bug with Smooth All in Surface mode. I turn off the option to keep sharp edges that were made by a boolean but it keeps them anyway

 

 

smooth_all.JPG

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Ok, so I splitted the mesh by elements on 3dsmax, then reimported it on 3dcoat, it worked fine but the curvature took way more time to be computed ( it usually take few seconds, now it took some minutes ). I guess that separate by "connective picking" would lead to that same huge bake time, but that way we could keep our lowpoly's element hierarchy clean, as we dont always need to explode our models and we need sometimes to keep it the way we want in order to have some premade group selections.

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On 2017-6-15 at 6:11 PM, Carlosan said:

Your graphic drivers are up to date ?

Yep, drivers all up to date.  I can work for an hour maybe then all of a sudden the mouse cursor will freeze and my whole machine will seize up.  This ONLY happens when running these latest beta releases.  

 

I will roll back until I find one where this doesn't happen.

 

*EDIT*

Ok so I've been using version 4.7.29(DX64) on Windows 10 version.  So far so good.  No freezing or hanging PC.

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I've noticed a bunch of regressions in the scripting model. They pretty much break most of the scripts that worked so far.

http://3dcoat.com/mantis/view.php?id=2296

http://3dcoat.com/mantis/view.php?id=2295

http://3dcoat.com/mantis/view.php?id=2294

There's also been a change in ShowFloatingMessage function which isn't reflected in the documentation. It now accepts three arguments, with the third, a boolean, being the recent addition.

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I found a UDIM numbering issue

I import a mesh with 6 udims in retopo room
I bake , then in paint room, the Udims tiles are in wrong order

original udim order :         1001   1002   1003  1004  1005  1006
3dc correponding order :   1006   1005   1004  1002  1003   1001

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On 6/21/2017 at 6:51 AM, Frimasson said:

I can't import in surface / sculpt room a mesh higher that 25 millions polys, without a virtual memory error.
I'm on Win7, with 64 go of ram

Can you try it, with the layer set in Surface Mode? In voxel mode, the result might be massive.

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2 hours ago, AbnRanger said:

Can you try it, with the layer set in Surface Mode? In voxel mode, the result might be massive.

The layer was in surface mode.

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17 minutes ago, Frimasson said:

The layer was in surface mode.

Please let Andrew know about this (support@3dcoat.com), so he can address it. If you can handle 50-100+ million polys in the scene, one should be able to import a similar amount, in surface mode.

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On 6/19/2017 at 5:47 AM, Allabulle said:

Is there any Linux update in the horizon? 

+1, any news on a new Linux version?  

 

Jason

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On ‎6‎/‎23‎/‎2017 at 0:53 AM, Grimm said:

+1, any news on a new Linux version?

Currently working on Linux build. By the way, will it be ok if the new build will require latest Linux Ubuntu (particularly 16 and above)? What Linux distros do you have? Please report me directly on my e-mail "support DOT linux AT 3dcoat DOT com".

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Hi guys !

I've got an issue that is here since several builds, here it's from the 4.7.24. The issue is about curvature baking on 3dCoat's default Tile plane, it has some artifacts on UVs borders and partially on the half of the texture.

Steps to reproduce :
- open the default tile
- paint on a new layer something which use depth parameter. Paint on seams and paint large
- bake a curvature with its default options
- activate curvature's layer visibility and show up seams, then look close at them
( if it's not clear toggle the "flat shade" mode )

Almost same issue on AO but only on half of the UVs ( bake a default AO and choose Standard Blending mode to see it )

TileIssue.jpg

TileIssue_Spotted.jpg

TileIssue_Spotted_AO.jpg

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8 hours ago, Vexod14 said:

Hi guys !

I've got an issue that is here since several builds, here it's from the 4.7.24. The issue is about curvature baking on 3dCoat's default Tile plane, it has some artifacts on UVs borders and partially on the half of the texture.

Steps to reproduce :
- open the default tile
- paint on a new layer something which use depth parameter. Paint on seams and paint large
- bake a curvature with its default options
- activate curvature's layer visibility and show up seams, then look close at them
( if it's not clear toggle the "flat shade" mode )

Almost same issue on AO but only on half of the UVs ( bake a default AO and choose Standard Blending mode to see it )

TileIssue.jpg

TileIssue_Spotted.jpg

TileIssue_Spotted_AO.jpg

Thought I saw some UV map related fixes in recent builds. Have you tried to update to 4.7.32?

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Same issue on 4.7.32, I noticed it's easier to view it when you use the long range curvature.

I also noticed that this issue pattern follow the tileplane's edges, I tried with a custom tileplane from maxand I got the same issue only on UV seams ( and btw the only edges of the mesh except triangulated ones )

Edited by Vexod14

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1 hour ago, Vexod14 said:

Same issue on 4.7.32, I noticed it's easier to view it when you use the long range curvature.

I also noticed that this issue pattern follow the tileplane's edges, I tried with a custom tileplane from maxand I got the same issue only on UV seams ( and btw the only edges of the mesh except triangulated ones )

Make sure to send that to Andrew (support@3DCoat.com) so he can fix it

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I used the new baking tool added in march, and i've got a couple of improvement suggestions :

1 : to be able to switch on / off the symetry during the paint process
2 : to have a backface culling option. Useful especially on thin surfaces
3 : a tool to tweak vertex by vertex the bake depth

 

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Hey Andrew.

Looks like the gradient mode nodes are broken again in 4.7.32. They do not show up at all, giving the user zero control over how to place the gradient. It works as expected in 4.7.31. Could you take a look at this? Thanks!

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Has the location for setting a custom render size for the 3D Coat Hardware renderer changed? I noticed in my older version of 3D Coat (4.7.23) there is an option for Render View where you can select whole view or custom view size then input the pixel size. In 4.7.32 the custom view option appears missing (it was originally above the Render Size option). The only option at the top available is the Render Size option that only has preset sizes available, no way to set custom size.

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On ‎6‎/‎30‎/‎2017 at 3:31 PM, Mystical said:

Has the location for setting a custom render size for the 3D Coat Hardware renderer changed? I noticed in my older version of 3D Coat (4.7.23) there is an option for Render View where you can select whole view or custom view size then input the pixel size. In 4.7.32 the custom view option appears missing (it was originally above the Render Size option). The only option at the top available is the Render Size option that only has preset sizes available, no way to set custom size.

Interesting. Looks like it's tied to the monitor resolution!

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3 hours ago, BurrMan said:

Interesting. Looks like it's tied to the monitor resolution!

Thank you for confirming I'm not just going crazy. I was certain the custom resolution option was missing and not just moved. The lowest resolution it gives me is 3836 x 1041 which I thought was an odd resolution option but it probably has something to do with the fact I have 3D Coat spread across 2 different monitors and it somehow calculates the resolution options that way. Either way custom resolution settings are missing and hopefully can come back in a future build.

 

Here's a screenshot of the bug:

J9ytOCM.jpg

 

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On 6/28/2017 at 8:44 PM, Javis said:

Hey Andrew.

Looks like the gradient mode nodes are broken again in 4.7.32. They do not show up at all, giving the user zero control over how to place the gradient. It works as expected in 4.7.31. Could you take a look at this? Thanks!

Can see the nodes, but the fill is noisy

 

G1.jpg

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got that issue of noisy fill too, but only when I do it "by layer". Filling the mesh piece by piece work fine for me ( I tried it on the default robot, maybe it's issued when you only have one single part as the sphere has I guess )

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