Contributor ajz3d Posted May 1, 2017 Contributor Share Posted May 1, 2017 (edited) 17 hours ago, digman said: Here again. Test this... Under the camera tab select "Background / Lock Environment". The Lights on the model go crazy when it is locked. Mine was locked and when I deselected it, the Rendering in the render room returned to normal. Will wait before installing video drivers... Unfortunately I can't reproduce it. Realtime rendering seems to be working fine with locked and unlocked environment. I'm on GTX 660Ti with 378.66 drivers. Edited May 1, 2017 by ajz3d Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted May 1, 2017 Contributor Share Posted May 1, 2017 (edited) 6 hours ago, digman said: Beta version 4.7.27. Another possible UI bug. Choose the Pose tool. Click on the Edit Pose Falloff. Adjust the control points on the curve. The Main UI will start to glitch. You will get flashing of the UI, movement of panels, panels not opened will appear for a second then go away. I have not tested other tools that have panels. This UI glitch reminds me of the one in the paint room when you open the smart material sub-editor in a Smart Material layer. Adjusting the curve in the panel will glitch too, same problem. The paint room glitch has been around for several betas. This is a beta so problems are expected. These do need addressing as it makes it hard to test the betas as the main UI keeps glitching up. Confirmed. It seems that all modal dialogs that allow for curve tweaking are causing this issue. Edited May 1, 2017 by ajz3d Link to comment Share on other sites More sharing options...
Advanced Member dimitribastos Posted May 4, 2017 Advanced Member Share Posted May 4, 2017 (edited) In 4.7.27, after painting for a while, the UNDO function stops to working (at least while painting depth). Edited May 5, 2017 by Carlosan Link to comment Share on other sites More sharing options...
Advanced Member spacepainter Posted May 4, 2017 Advanced Member Share Posted May 4, 2017 Can't get rid of the renderman window and it does not indicate when it's ready rendering very clearly. Link to comment Share on other sites More sharing options...
Advanced Member dimitribastos Posted May 4, 2017 Advanced Member Share Posted May 4, 2017 Yeah, again, the UNDO stops working after painting for a while. My last post I said REDO but I meant UNDO. Sorry. 1 Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted May 4, 2017 Reputable Contributor Share Posted May 4, 2017 4 hours ago, spacepainter said: Can't get rid of the renderman window and it does not indicate when it's ready rendering very clearly. Have you tried to uncheck the "SHOW RENDERED RESULT" box toward the bottom of the render (parameters) panel? Plus, you may need to scale your viewport (by resizing the render panel) so it has the same aspect ratio as your chosen render frame size. You should be able to see a yellow boundary around the frame. Then, when you click render, you should see a progress bar at the top 1 Link to comment Share on other sites More sharing options...
Advanced Member spacepainter Posted May 4, 2017 Advanced Member Share Posted May 4, 2017 (edited) thanks, switching to 3dcoat render ( realtime) still a problem.. Edited May 4, 2017 by spacepainter Link to comment Share on other sites More sharing options...
Advanced Member Mystical Posted May 4, 2017 Advanced Member Share Posted May 4, 2017 (edited) 4 hours ago, dimitribastos said: Yeah, again, the UNDO stops working after painting for a while. My last post I said REDO but I meant UNDO. Sorry. I too have noticed this when painting depth detail for awhile. If I make a mistake and try to undo it won't work so I have to resort to the eraser tool to get rid of the normal map detail instead. Edited May 4, 2017 by Mystical 1 Link to comment Share on other sites More sharing options...
Advanced Member dimitribastos Posted May 4, 2017 Advanced Member Share Posted May 4, 2017 So, is this the case to email Andrew? It seems like a serious bug. Link to comment Share on other sites More sharing options...
Carlosan Posted May 4, 2017 Share Posted May 4, 2017 yes please thx Link to comment Share on other sites More sharing options...
Advanced Member dimitribastos Posted May 4, 2017 Advanced Member Share Posted May 4, 2017 I just noticed that the depth problem happens on 4.7.26A as well! Think I will go back to a stable version. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted May 5, 2017 Author Share Posted May 5, 2017 4.7.28 [beta] - fixed many reported issues about smart materials attaching - Fixed UI flickering in curve edit window - Retopo via decimation in RMB menu - Divide blending corrected - Render room flickering fixed - Fill tool controls visible 2 Link to comment Share on other sites More sharing options...
Advanced Member spacepainter Posted May 5, 2017 Advanced Member Share Posted May 5, 2017 (edited) 4.7.28 [beta] after having rendered with renderman it would be nice to be able to return to the 3dcoat render without having to restart the program. Edited May 5, 2017 by spacepainter Link to comment Share on other sites More sharing options...
Advanced Member stusutcliffe Posted May 5, 2017 Advanced Member Share Posted May 5, 2017 That is not a problem here. Have you unticked "show render result" before switching back to 3dcoat render.( 28 beta) I have been plugging away with this since we got it ,and I have not really got any decent results yet. Image is always blurry. ( yes ,i have made DOF zero.) I think denoising just interpolates the image and makes it worse. Anyone got a result yet? Any chance of making those refraction glasshaders work with the 3dcoat render. Or is that wishful thinking..... 1 Link to comment Share on other sites More sharing options...
Advanced Member thinkinmonkey Posted May 5, 2017 Advanced Member Share Posted May 5, 2017 Andrew, thank you for the update. I see you fixed the problem (switching from an attached material layer to no material layer). If I could say something, it would be about the selection of smart material: when you select a layer with a smart material attached, 3DC selects always the first smart material in the library, not the attached, just see the image. Maybe it could be nice to select the right one for future use, or none at all, but it's up to you. Just for sake of curiosity: when you modify the attached smart material, there's a way to save it into the library as a new material? There's a way to copy/paste an attached material to other layers? And make them linked so you modify one and the other updates as well? In the end, the attached material is not "attached", but just copied, isn't? I mean, you create a local copy of a smart material into a layer, so you can modify the attached material as you prefer without modify the original one in the library, and that's good for me, but... I was wondering if someone could need to have one material attached to multiply layers in order to modify one and update all, like "one to rule them all" option. It could be the smart material in the library or the one attached to many layers in different positions or attached to a group layer. I'm sure one could say that all the parts with the same material should stay on the same layer, but I'm curious what you think. Anyway thank you for this feature, I think I'll use in the future, so I could say more about it as well as other artists, only then we can be more accurate in asking you what to change. Cheers 1 Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted May 5, 2017 Contributor Share Posted May 5, 2017 1 minute ago, thinkinmonkey said: Andrew, thank you for the update. I see you fixed the problem (switching from an attached material layer to no material layer). If I could say something, it would be about the selection of smart material: when you select a layer with a smart material attached, 3DC selects always the first smart material in the library, not the attached, just see the image. Maybe it could be nice to select the right one for future use, or none at all, but it's up to you. Just for sake of curiosity: when you modify the attached smart material, there's a way to save it into the library as a new material? There's a way to copy/paste an attached material to other layers? And make them linked so you modify one and the other updates as well? In the end, the attached material is not "attached", but just copied, isn't? I mean, you create a local copy of a smart material into a layer, so you can modify the attached material as you prefer without modify the original one in the library, and that's good for me, but... I was wondering if someone could need to have one material attached to multiply layers in order to modify one and update all, like "one to rule them all" option. It could be the smart material in the library or the one attached to many layers in different positions or attached to a group layer. I'm sure one could say that all the parts with the same material should stay on the same layer, but I'm curious what you think. Anyway thank you for this feature, I think I'll use in the future, so I could say more about it as well as other artists, only then we can be more accurate in asking you what to change. Cheers +1000000000 Link to comment Share on other sites More sharing options...
Advanced Member spacepainter Posted May 5, 2017 Advanced Member Share Posted May 5, 2017 test testing Link to comment Share on other sites More sharing options...
Advanced Member spacepainter Posted May 5, 2017 Advanced Member Share Posted May 5, 2017 When will we be able to position the lights in the scene? :-) 2 Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted May 5, 2017 Author Share Posted May 5, 2017 You may save material and load on other layer using History panel. 1 Link to comment Share on other sites More sharing options...
Member Sebastián Benítez Posted May 5, 2017 Member Share Posted May 5, 2017 When can we expect the next major version and what features would it probably have? Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted May 5, 2017 Reputable Contributor Share Posted May 5, 2017 @ Andrew Fixed UI flickering in curve edit window You got all but one flickering. Not tested in depth but saw this right away. Pose tool, Voxel mode. When you move a curve control point, it flickers quickly in text form what appears to be information about the model object. The sub-editor in a smart material layer has a flicker too when moving a control point though there you can not read any words. Other panels moving seems to fixed now when moving a control point. Beta version: 4.7.28 Link to comment Share on other sites More sharing options...
Advanced Member dimitribastos Posted May 5, 2017 Advanced Member Share Posted May 5, 2017 Hey, @Andrew Shpagin, please don't forget to take a look on the problem with the UNDO function while painting depth. I sent you an email about it. Thanks! Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted May 5, 2017 Author Share Posted May 5, 2017 1 hour ago, dimitribastos said: Hey, @Andrew Shpagin, please don't forget to take a look on the problem with the UNDO function while painting depth. I sent you an email about it. Thanks! I tried a lot, but was not able to reproduce. If you will point the way to reproduce, that could be just excellent. Link to comment Share on other sites More sharing options...
Advanced Member BurrMan Posted May 5, 2017 Advanced Member Share Posted May 5, 2017 I'm kindof digging that I just found out 3dcoat is tying into RenderMan!!! Can anybody point me to a discussion about this on the forum where I can ask fundamental questions? (Like 3dcoat passing the environment map over as a background and how to set this up with the "gradients" or images, etc....) I missed it where is was brought up. Link to comment Share on other sites More sharing options...
Member Mr.Panka Posted May 6, 2017 Member Share Posted May 6, 2017 (edited) On 5/5/2017 at 10:20 AM, stusutcliffe said: That is not a problem here. Have you unticked "show render result" before switching back to 3dcoat render.( 28 beta) I have been plugging away with this since we got it ,and I have not really got any decent results yet. Image is always blurry. ( yes ,i have made DOF zero.) I think denoising just interpolates the image and makes it worse. Anyone got a result yet? I have the same problem. the image is clean if I use "render preview" but is blurry if I use "render". I try to lower the denoiser but it's still happening. I don't understand how the SSS work with the shaders and Renderman and how to control it. there's a big difference between 3DC renderer and Renderman. The render preview window is good, I'd like to do my final renderer this way. it even stay open when 3DC crash, that's really useful. Is there a plan to support triplanar texturing ? And could it be possible to use AlShaders in 3DC ? it's free, open source and it can be use in a lot of renderer. Edited May 6, 2017 by Mr.Panka Link to comment Share on other sites More sharing options...
Member Speike-Styles Posted May 6, 2017 Member Share Posted May 6, 2017 Hey about the Render room in 3DC is there a way to make the background Transparent? / like after a Export? Would be really nice to see this integrated as soon as Possible. Unless I somehow missed this option all along. Link to comment Share on other sites More sharing options...
Advanced Member stusutcliffe Posted May 6, 2017 Advanced Member Share Posted May 6, 2017 (edited) 17 minutes ago, Speike-Styles said: Hey about the Render room in 3DC is there a way to make the background Transparent? / like after a Export? Would be really nice to see this integrated as soon as Possible. Unless I somehow missed this option all along. There is a check box "store alpha channel" for transparent background. But I have found you always get a bit of "fuzz" around stuff whether you anti alias or not .So what I do is render a MASSIVE image then reduce the size later to try and eliminate it. 2 hours ago, Mr.Panka said: I have the same problem. the image is clean if I use "render preview" but is blurry if I use "render". I try to lower the denoiser but it's still happening. Have you exported from the render preview? When I tried it the image looked a lot darker than in the preview window. There is another thread started for Renderman. It might be a good idea to start posting questions and tips there. Ha Ha Ha I,m telling Mr Panka about his own thread........ doh! Edited May 6, 2017 by stusutcliffe added link Link to comment Share on other sites More sharing options...
Member Speike-Styles Posted May 6, 2017 Member Share Posted May 6, 2017 (edited) 19 minutes ago, stusutcliffe said: There is a check box "store alpha channel" for transparent background. But I have found you always get a bit of "fuzz" around stuff whether you anti alias or not .So what I do is render a MASSIVE image then reduce the size later to try and eliminate it. Have you exported from the render preview? When I tried it the image looked a lot darker than in the preview window. There is another thread started for Renderman. It might be a good idea to start posting questions and tips there. Ha Ha Ha I,m telling Mr Panka about his own thread........ doh! OK thanks thats good to know. Not on my main PC atm, but exporting large and resizing will do the job I guess. Is a PSD export a option here? Hope a stable Release comes out soon On the Creators Update W10 did not work well with the latest Beta... Edited May 6, 2017 by Speike-Styles Link to comment Share on other sites More sharing options...
Advanced Member dimitribastos Posted May 6, 2017 Advanced Member Share Posted May 6, 2017 Render Passes would be a really great thing to add in my opinion. Link to comment Share on other sites More sharing options...
Advanced Member stusutcliffe Posted May 6, 2017 Advanced Member Share Posted May 6, 2017 7 minutes ago, Speike-Styles said: OK thanks thats good to know. Not on my main PC atm, but exporting large and resizing will do the job I guess. Is a PSD export a option here? No psd, Only PNG, TGA ,BMP and jpeg. 1 Link to comment Share on other sites More sharing options...
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