Jump to content
3D Coat Forums
Andrew Shpagin

3DCoat 4.7 (BETA testing thread)

Recommended Posts

On 7/14/2016 at 6:56 PM, geo_n said:

 

Attention

Png doesn't have alpha channel when opened in photoshop. So we need it to be transparent in the rgb channel. Just please add it Andrew.
The png files always had a gray color in the transparent areas in the rgb channel which is wrong.

I just tested the latest build, and yes I agree. Build the Alpha right into the RGB channels as other applications do. It's an unnecessary step, especially when you're working with large scenes, teams, etc.. Pain in the butt.

Share this post


Link to post
Share on other sites
21 hours ago, Javis said:

I just tested the latest build, and yes I agree. Build the Alpha right into the RGB channels as other applications do. It's an unnecessary step, especially when you're working with large scenes, teams, etc.. Pain in the butt.

Been that way since 3dc v3. When using png its hard to edit in pshop with that gray color everywhere, especially overlaying it on top of other graphics. The rgb should support transparency in png.

  • Like 1

Share this post


Link to post
Share on other sites
21 hours ago, geo_n said:

Been that way since 3dc v3. When using png its hard to edit in pshop with that gray color everywhere, especially overlaying it on top of other graphics. The rgb should support transparency in png.

Yes. It's always been a nuisance. But it was also hit or miss. Sometimes it would work correctly, other times, not. It's been really annoying to fight with the tool when it should just work as expected.

Share this post


Link to post
Share on other sites

I have disabled Auto Snap in Retopo Room, but vertices are still getting snapped to VoxTree volumes. Check out Add Points or Quad Tool for example.

Edited by ajz3d

Share this post


Link to post
Share on other sites
3 hours ago, ajz3d said:

I have disabled Auto Snap in Retopo Room, but vertices are still getting snapped to VoxTree volumes. Check out Add Points or Quad Tool for example.

Autosnap applies to actual vertices of a mesh, rather than points from a tool like Points & Faces and Quads tool. Those are specifically designed to snap to parts of the voxel object or another vertex. They are not really for freeform poly-modeling

  • Like 1

Share this post


Link to post
Share on other sites

Ah, ok. It works with move tool.

I have another problem though. I'm trying to put some brush presets to Quick Panel, but whenever I restart 3D-Coat, numeric positions on this panel revert  to whatever tools were assigned to it before the change that I made.

  • Like 1

Share this post


Link to post
Share on other sites

Today a strange thing happened. I was sculpting character's boots and had visibility of all other layers turned off. At one point I decided to see how the boots looked on the character, so I turned on visibility of all VoxTree volumes and what I noticed is that all layers that had been hidden, got their geometry reduced to a very low resolution. It looked almost like if they were in proxy mode, but of course they weren't.

I have used proxy mode for the boots a couple of times, but not on other objects during that sculpting session.

I also performed a single Merge Visible operation on all volumes that constitute my boot, in order to fuse all of them into one surface. I needed it only for preview purposes and ease-of management. The operation took several minutes to complete and ended with a 32M voxel mesh. I then converted the boot back to surface mode and decimated it way below 1M. This, I think, was the last action I carried out before turning the visibility of all objects on again and noticing the problem.

Naturally the only way of restoring affected volumes now is to load them from a previous incremental save.

  • Like 1

Share this post


Link to post
Share on other sites

Upon further investigation, I cannot exclude the possibility of me making a mistake in ZBrush and exporting lower resolution of my meshes with SubTool Master. HOWEVER, some of the affected volumes had a colour icon (to the far side of their VoxTree name) indicating that they were once in surface mode and held vertex paint information, but they got converted into voxels. But all of those layers were in surface mode and I have never converted them to voxels. So even if I happened to make a mistake of importing lower res meshes to 3D-Coat, still something strange has happened on 3D-Coat's side. I used OBJ format to transfer my meshes between ZBrush and 3D-Coat, but IIRC vertex colour is not supported in orthodox .obj implementation. Could it be that it somehow got transferred nonetheless, even if I didn't do any polypaint in ZBrush?

  • Like 1

Share this post


Link to post
Share on other sites

Had exactly the same problem today. Went back to the sculpt room and everything other than the main sculpt layer I was working on had disappeared.  Layer name was there, but no content. Had to go back to a previous version, export to obj and bring them back in as voxel mesh.

  • Like 1

Share this post


Link to post
Share on other sites

Happened to me as well on high voxel count and many hidden items.

  • Like 1

Share this post


Link to post
Share on other sites
21 minutes ago, Michaelgdrs said:

Happened to me as well on high voxel count and many hidden items.

Shit... that will be it. High voxl sculpt here too. With all other layers hidden.

  • Like 2

Share this post


Link to post
Share on other sites
3 hours ago, wave of light said:

Shit... that will be it. High voxl sculpt here too. With all other layers hidden.

Please email Andrew about this. He asked if the app was stable enough to go away to his laboratory (so to speak) and work on some heavy, time-consuming things (probably layer masks). I caught a bug with the Freeze tool, randomly causing patches of the mask to disappear. This sounds like one he needs to squash before he starts on that. 

Share this post


Link to post
Share on other sites

Hi,

Yeah, I will email him with the details.

On a side note... QuadStrips, they are not visible.  I see the red dotted line being drawn across my sculpt, but no resulting polystrip. I obviously understand that that is a BETA tool, but has anyone else had this issue (I know of one other user who has experienced this problem).

Regards,
Ricky.

 

EDIT - For reference, here are pics of the issue and having to go back to an older save to export and reimport (using save model to obj/lwo).

 

6 hours ago, AbnRanger said:

Please email Andrew about this. He asked if the app was stable enough to go away to his laboratory (so to speak) and work on some heavy, time-consuming things (probably layer masks). I caught a bug with the Freeze tool, randomly causing patches of the mask to disappear. This sounds like one he needs to squash before he starts on that. 

 

3dc_Slimer_Broken_NoTeeth.jpg

3dc_Slimer_Broken_Revert.jpg

Edited by wave of light

Share this post


Link to post
Share on other sites

" QuadStrips, they are not visible " because the button is a placeholder for the future tool ((next Beta?). Everybody get the same result you do.

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, Tony Nemo said:

" QuadStrips, they are not visible " because the button is a placeholder for the future tool ((next Beta?). Everybody get the same result you do.

Thanks Tony. Obvoiusly I understood that they were beta tools, but I didn't know if it was just a problem me and a colleague were having. Having seen the Raul vids, I didn't know if the stuff he was showing was included in the latest release.

Thanks anyway.

Ricky.

Share this post


Link to post
Share on other sites

Can the content of this temp folder be deleted?

\Documents\3D-CoatV47\Temp

Share this post


Link to post
Share on other sites
1 hour ago, Michaelgdrs said:

Can the content of this temp folder be deleted?

\Documents\3D-CoatV47\Temp

If you plan to do it, back up your theme first, because you will loose it. For some reason it was always stored in Temp directory.

  • Like 1

Share this post


Link to post
Share on other sites

Own you big time , thanks a lot AR

Share this post


Link to post
Share on other sites
6 hours ago, Michaelgdrs said:

Owe you big time , thanks a lot AR

Owe you Big time....  :p:

Share this post


Link to post
Share on other sites

4.7.07 (stable)

- Still image gizmo got pivot/rotation controls.

- Stencils/materials gizmo got possibility to move rotation/scale pivot. RMB over material navigation gizmo will reset corresponding position/scale/rotation.

- Fixed crash in unwrap (zero squared triangles)

- Possibility to assign hotkeys to rooms switching.

- Disable auto-deleting point in retopo on almost straight line.

- Save/Load camera stores camera/stencil/material correctly.

- Correct preview of smart material's textures when you are navigating with material navigation buttons.

- Freeze/pose bugs related to undo + brushing fixed.

-  Fixed snapping of invisible vertices problem when mesh imported in retopo room.

- Retopo->Bake->Bake normalmaps with dithering option for better noralmap baking.

- Added the NGon primitive with outsider fillet.

- Disable "Vertical sync" in OpenGL to avoid FPS dropdown for OpenGL builds.

- Edit "Colors" in retopo updates colors over mesh immediately after choosing color, not afetr OK pressed.

  • Like 7

Share this post


Link to post
Share on other sites

Is there a way to get a hold of the old 4.5 default shaders? The old white standard and 'brown' were perfect, the brown let you view from any angle without light issues as well.

brown.PNG

Yet to explore the other updates, but looking good, thanks!

 

Share this post


Link to post
Share on other sites
6 hours ago, arumiat said:

Is there a way to get a hold of the old 4.5 default shaders? The old white standard and 'brown' were perfect, the brown let you view from any angle without light issues as well.

brown.PNG

Yet to explore the other updates, but looking good, thanks!

 

Yep. Andrew included a traditional matcap shader as a default.

Here are the steps to get something even better than the old 4.5 ones.

First, get a solid matcap pack, or any image used for matcaps. I recommend downloading many of the freely available ones on the net. For example I like to use these: http://www.9bstudios.com/9bstudios/communicate/Entries/2012/5/13_9b_studios_mCap_Library_Released.html
(Scroll to the bottom of the page for download link. You should get a zip file, inside you will find some folders and modo files. You only want the one titled: "MCap_Images". Save it somewhere and then follow these steps.)

In 3D Coat:
1. Look for a shader called MatCap_RedWax, its the first reddish looking one that comes with 3D Coat (post pbr shader implementation).
2. Right click on it and construct new shader. Name it whatever, Usually I go with MatCap_01..ect
3. It will then give you the option to load an image. This is where you grab one of the matcap images you just downloaded. Based on the image you select, the different kind of "shader" look you will get.
Try 9b_MC_053.png  from that pack above, its pretty good. There are a lot of good matcaps out there, you just have to find them. You can even screen cap some of the zbrush ones and save them as .png files for use in 3D Coat.

This is how you can get the old shader look, and even get some better matcaps in the process.

Edited by RabenWulf
  • Like 5

Share this post


Link to post
Share on other sites

Could anyone please confirm this potential BUG with the 'Export Objects and Textures' Normal Map output.

My exported normal maps are coming out a LOT lighter than usual.

If I use the 'Textures > Export > Normal Map (TS)' function it works fine.

 

Thanks.

 

 

 

p.s. Really, noone? 

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×