Contributor Malo Posted July 10, 2016 Contributor Share Posted July 10, 2016 @Andrew Shpagin Please add an option to use the Cutoff Tool and a Stecil in Surface Mode. As far as i see, it is only possible to do that in Voxel Mode. http://3dcoat.com/mantis/view.php?id=2147 Link to comment Share on other sites More sharing options...
Advanced Member Ballistic_Tension Posted July 10, 2016 Advanced Member Share Posted July 10, 2016 Not sure if this is fixed in latest build . I am using 4.7.01 DX64 win 8.1 In paint room > shaders> add new then when I try to rename it = crash. Also if I add new then add new shader name it = crash . I did import a model in to ppp not sure if that matters. thanks. Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted July 10, 2016 Contributor Share Posted July 10, 2016 (edited) I have encountered two serious bugs in Pose tool with Conform Retopo Mesh flag active. First bug is that when you have multiple retopo VoxTree layers and retopo groups corresponding to each other, if you take pose tool and make a selection on voxtree layer A, then select geometry on layer B and C, and try to pose them, parts of each of the corresponding retopo groups will transform with those layers, but the other parts will stay in place. The other bug I found when I tried to find a workaround for the issue above. I merged voxtree layers B and C without bolleans to layer A and attempted to pose voxtree layer A. This resulted in corresponding retopo groups offseting from the highres mesh. I will try to document it with videos as best as I can, and send it directly to support. Erm, I think it was me forgetting to turn on Through All Volumes, to pose also those volumes which had their geometry selected with the pose tool, but weren't selected in the voxtree. Because of that, some vertices of retopo groups were snapping to highres geometry that didn't deform along with the other parts... I realized that after watching a video that I have just recorded for the purpose of sending it to support. Edited July 10, 2016 by ajz3d 2 Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted July 10, 2016 Contributor Share Posted July 10, 2016 4.7.06 (DX) iis loading my project instantaneously. 1 Link to comment Share on other sites More sharing options...
Advanced Member dimitribastos Posted July 12, 2016 Advanced Member Share Posted July 12, 2016 On 09/07/2016 at 5:48 PM, Javis said: I'll share mine with Andrew, maybe he'll include it in the release build. This is great! Thank you! 1 Link to comment Share on other sites More sharing options...
Advanced Member dimitribastos Posted July 12, 2016 Advanced Member Share Posted July 12, 2016 On 27/06/2016 at 1:00 AM, AbnRanger said: Anybody else having issues with 3D Coat crashing when you've left it open/running > take a break and come back to it (clicking on the minimized instance)? It's happened to me at least 4-5 times this past week, regardless of what scene I had opened. Also, has anyone noticed that 4.7 beta has a nasty problem selecting UV islands that aren't even selected/visible? Same here regarding the minimized window. Sent a lot of crash info to the support. Hope they fix it. Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted July 12, 2016 Reputable Contributor Share Posted July 12, 2016 2 hours ago, dimitribastos said: Same here regarding the minimized window. Sent a lot of crash info to the support. Hope they fix it. Yeah, it seemed to stop doing it since I installed 4.7.06, and it didn't seem to happen with the OpenGL version. Link to comment Share on other sites More sharing options...
Advanced Member dimitribastos Posted July 12, 2016 Advanced Member Share Posted July 12, 2016 1 minute ago, AbnRanger said: Yeah, it seemed to stop doing it since I installed 4.7.06, and it didn't seem to happen with the OpenGL version. Can't find the 4.7.06 Windows download. Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted July 12, 2016 Reputable Contributor Share Posted July 12, 2016 15 minutes ago, dimitribastos said: Can't find the 4.7.06 Windows download. I don't know why Andrew didn't put 4.7.06 in the normal install folder, but it is available from the main page > Downloads: http://3dcoat.com/download/ He and most others in Pilgway went on vacation right after the release, so they were probably in a hurry. 1 Link to comment Share on other sites More sharing options...
Javis Posted July 13, 2016 Share Posted July 13, 2016 On 7/12/2016 at 4:03 AM, dimitribastos said: This is great! Thank you! My pleasure. BTW Andrew is on vacation for a spell, so it probably wont happen until he returns. Link to comment Share on other sites More sharing options...
Advanced Member Ballistic_Tension Posted July 14, 2016 Advanced Member Share Posted July 14, 2016 I am on 4.7.01 DX in paint room with all channels on when I paint the bottom of any object it is not as glossy /reflective as the rest. meaning when I rotate it to the top it should be all the same as the light is now on it. I must be missing a setting somewhere . Link to comment Share on other sites More sharing options...
Carlosan Posted July 14, 2016 Share Posted July 14, 2016 Can you test the last version 4.7.6 ? ty Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 15, 2016 Advanced Member Share Posted July 15, 2016 On 7/5/2016 at 11:50 PM, Andrew Shpagin said: What dou you mean? Color is exported with alpha channel, so I see no problem there. 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. 1 Link to comment Share on other sites More sharing options...
Advanced Member JoseConseco Posted July 16, 2016 Advanced Member Share Posted July 16, 2016 (edited) Preview of material specular intecity is quite different from actual result. Preview is on the left, actual result after painting is on right. Edited July 16, 2016 by JoseConseco Link to comment Share on other sites More sharing options...
Javis Posted July 17, 2016 Share Posted July 17, 2016 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. Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 17, 2016 Advanced Member Share Posted July 17, 2016 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. 1 Link to comment Share on other sites More sharing options...
Javis Posted July 18, 2016 Share Posted July 18, 2016 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. Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted July 18, 2016 Contributor Share Posted July 18, 2016 (edited) 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 July 18, 2016 by ajz3d Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted July 19, 2016 Reputable Contributor Share Posted July 19, 2016 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 1 Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted July 19, 2016 Contributor Share Posted July 19, 2016 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. 1 Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted July 21, 2016 Contributor Share Posted July 21, 2016 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. 1 Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted July 21, 2016 Contributor Share Posted July 21, 2016 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? 1 Link to comment Share on other sites More sharing options...
Advanced Member wave of light Posted July 22, 2016 Advanced Member Share Posted July 22, 2016 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. 1 Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted July 22, 2016 Contributor Share Posted July 22, 2016 Happened to me as well on high voxel count and many hidden items. 1 Link to comment Share on other sites More sharing options...
Advanced Member wave of light Posted July 22, 2016 Advanced Member Share Posted July 22, 2016 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. 2 Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted July 23, 2016 Reputable Contributor Share Posted July 23, 2016 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. Link to comment Share on other sites More sharing options...
Advanced Member wave of light Posted July 23, 2016 Advanced Member Share Posted July 23, 2016 (edited) 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. Edited July 23, 2016 by wave of light Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted July 23, 2016 Contributor Share Posted July 23, 2016 " QuadStrips, they are not visible " because the button is a placeholder for the future tool ((next Beta?). Everybody get the same result you do. 1 Link to comment Share on other sites More sharing options...
Advanced Member wave of light Posted July 23, 2016 Advanced Member Share Posted July 23, 2016 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. Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted July 23, 2016 Contributor Share Posted July 23, 2016 I can't wait for the next build. That tool will be immensely useful. Link to comment Share on other sites More sharing options...
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