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3DCoat 4.8 BETA testing thread

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On 1/22/2018 at 9:31 PM, Malo said:

Got a new PC and everything is updated

I have installed Version 4.08.06 DX and now i have a scratchy sound that comes from my pc if i work with 3d coat.

...

Any idea, what could causes that sound?

I had the similar problem in some applications. It looks like a transistor on video card makes this sound when video card in highly loaded by application. If you have the sound coming from the speakers then it might be something else.

Edited by Vipera
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I think the same. Its the gpu.

Its not from the speakers.

 

 

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I had this happen too some years ago. It was especially painful when I was trying to record training videos for 3DC. And since 3DC was the only tool that caused it... Well, you can tell what happened due to my declining amount of videos I've done for 3DC. I built a new computer and it still happened until I started using an external/USB sound card. I don't hear it at all any longer. If you have someone with one, maybe give that a shot and see how it works out for you. If you need some input on those sound cards, let me know. Happy to point you in the direction.

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Sorry if this is already a known issue, but for me it only appeared now with 4.8.10 :
Go to sculpt room and make a blob or something in voxels mode
Switch to extrude tool, make a few strokes, to make sure it works fine.
Now, either increase resolution of the vox layer, or use clone and decrease.
After that, when you try to use the extrude tool with the new resolution, it will do nothing. (using one of the pressure sensitive brushes. Lasso works)

Edited by lesaint

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8 hours ago, bocs said:

does it sound like this:

 

Yep, sounds very similar, not as noisy as in video but yes, i hear it.

This sound only appears if i move the mouse in the viewport. 

 

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You might be able to lessen the noise by moving your VGA cable (or whatever you're using to connect to your monitor) away from your case as far as you can.  I had the same issues (with Skyrim initially), tried all the same things, and only sorted it by physically moving the display cable.

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I did not have noise but once had monitor ghosting. Did some researching and found out the same, at that time years ago, was using a generic VGA cable. I went out, buying a shielded cable and the ghosting went away.

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Attempting to do vertex paint without creating a layer does not create it automatically here on Win7, contrary to the release notes.

Is painting/freezing to indicate areas of higher density actually working for anyone or is it something that never really worked ? While trying this yet again, I was thinking it would be nice if you could tell the autopo routine things like "look, this is a face, treat it like a face", or "here is an ear", instead of placing strokes and praying.

Edited by lesaint

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5 hours ago, lesaint said:

Attempting to do vertex paint without creating a layer does not create it automatically here on Win7, contrary to the release notes.

Is painting/freezing to indicate areas of higher density actually working for anyone or is it something that never really worked ? While trying this yet again, I was thinking it would be nice if you could tell the autopo routine things like "look, this is a face, treat it like a face", or "here is an ear", instead of placing strokes and praying.

No Auto-Retopo toolset, in any app, works this way. You are asking an algorithm to do all the work for you, on a very complex shape. Auto-Retopo can do a great job on many objects, but it's not a "Make Awesome Face Mesh" button. It can only go so far. Same with ZBrush's ZRemesher and Mudbox's Auto-Retopo.

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Sorry, I did not mean to ask the impossible, it was just a thought, and people have been saying here how wonderful retopo is in Mudbox (which I don't have).
I don't do autopo on my actual sculpt, I always prepare a specific version for that, fill/smooth details that I only want to be painted, and exagerate features like fingers, decimate, clean surface, make sure there is nothing inside, and autopo runs fine for my use, I love it.
 

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@lesaint 

Painting Density has not functioned correctly for a time now. Maybe ever once in awhile it works but not generally. Now someone could run it and go oh it does work but I tested many times and it appears not to make any difference over the long run.  Your confirmation of this, plus others have mentioned it, when development bug fixing time is available, hopefully Andrew and team will look at the problem.

Mudbox has it's autop strengths and 3DC has it's. I use one or the other depending upon my need. Mudbox on some meshes was completing the operation on the same mesh where 3DC was failing. Both autopos run effectively as far as autopo routines go when they work. I had Mudbox even on a clean mesh,  report an unexpected error and fail. So 3DC is not the only software to fail in it's autopo at times.

Below is for others, not you, just a FYI.

Rule of thumb for any autopo.

Error free mesh. This is the most important part. 3DC will fail nearly all the time if there are errors in the mesh. Mudbox has a mesh error checker, which informs you of what kind of errors the mesh has and to fix them.  Mudbox will not fix them for you. Mudbox tells you straight up that the autopo can fail, crash Mudbox or produce a bad mesh. In 3DC atm we must know that the mesh is clean. This can be checked but outside of 3DC.

Clone your sculpt object, then reduce down in Voxel or polycount count to remove noisy details. You need only major to no more than medium form. This is done even prior to the decimation than the routine does itself.

Avoid having too thin areas. These could be manually retopoed.

If using guide strokes, as the helper informs us do not place too many. 

Generally 3DC autopo works, I think there could be a lingering bug or two, one of which I think is painting density.  One cannot inform or report a bug, ask for improvements if the mesh has errors which is causing the routine to fail.

 

Edited by digman
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On 24/01/2018 at 1:23 AM, Rygaard said:

Hi ... I would like to warn you that the Clay Copy tool (Surface Mode) is in trouble. I was trying to copy an already sculpted ear to the other side of the head to avoid sculpting the same thing twice and I had the problem of the copy coming out completely blown. I quickly made a test example so you can see exactly what is happening with the tool.
And it seems to me that if you try to upload something you've already saved to use in Copy Clay, the result is the same where the polygons are exploded.
Is anyone else having this kind of problem?
 

Copy_CLAY_Capture.JPG

Does anyone have this same problem with the Copy Clay tool (surface mode)?
When I use the copy or load, the polygons explode according to the attached image.
I am using the latest beta version 4.8.10 and the same problem was experienced in previous versions.
Please 3D-Coat developers could fix this wonderful Copy Clay tool.
Thank you...

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For anyone having that noise because of high fps, you can try to use OpenGL version instead of DirectX. The fps can be significantly lower, but the noise will go away (hopefully). Just try and see if the performance is good enough for you.

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v4.8.10(DX64)

Changing merge operations in primitives & import tools do not stick when updating presets in Primitive History.

Steps to reproduce:
1. Create a new Surface sculpt.
2. Add a sphere with the Primitives tool.
3. Offset the sphere and Subtract.
4. In the Prim. History panel, change the top-most layer "Sphere[Subtract]" merge operation to Add in the Tool Options panel.
5. Right-click and select Update Presets on the top-most layer in the Prim. History panel.
6. Clear layer with Clear Current Object in the VoxTree panel.
7. Right-click and select Re-Apply Primitives in the Prim. History panel.
8. The last merge operation is still Subtract even though it was changed to Add.

Link to Primitive History feature requests:
http://3dcoat.com/forum/index.php?/topic/21939-additional-features-primitive-history/

Most important request would be to be able to re-order presets in the Primitive History panel.

Also, allowing math operators in numeric inputs would be quite handy for CAD type modeling.
http://3dcoat.com/forum/index.php?/topic/21940-allow-for-math-operators-in-numeric-inputs/

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On 1/25/2018 at 1:59 PM, lesaint said:

Sorry if this is already a known issue, but for me it only appeared now with 4.8.10 :
Go to sculpt room and make a blob or something in voxels mode
Switch to extrude tool, make a few strokes, to make sure it works fine.
Now, either increase resolution of the vox layer, or use clone and decrease.
After that, when you try to use the extrude tool with the new resolution, it will do nothing. (using one of the pressure sensitive brushes. Lasso works)

Same problem here (4.8.10), the extrude tool has no effect if the voxel layer resolution has been changed (regardless of whether the change was made before or after any objects have been added to the layer).

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On 25/01/2018 at 3:10 PM, Malo said:

Yep, sounds very similar, not as noisy as in video but yes, i hear it.

This sound only appears if i move the mouse in the viewport. 

 

In games I've stopped this by limiting fps (using nvidia inspector for nvidia card) - the more fps the louder the coil whine, and human brain can't register 100s of fps.    I've just tried with and without limiter in 3d coat (limited to 60fps) and a 22 second render in one was still a 22 second render in the other, so as expected, I don't think it harms CUDA performance (though that was just a quick test; if doing heavy CUDA dependent tasks, it would be wise to check further).   my pc not having a very whiny day though, so I'm only pretty sure, rather than certain, that it reduced whine on rotating round a complex model. 

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any ideas what is going on with materials...makes 3d coat completely broken.

*I've uninstalled...deleted folders in program files and documents...reinstalled, registered.

system info:

Windows 10 - Version: 1709 Build: 16299.192

Nvidia 1070 - Driver: 388.71

 

it assigns wrong materials...assigns to wrong objects (ie assign to left arm..it does both)...hide object materials change...

 

 

Edited by bocs

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that mannequin seems to have a problem, maybe the arms are instances of each other somehow ? (I have never worked with instances).

Anyway, easy fix : right click left arm vox layer and  click Clone>Clone
Then delete the original left arm.

you will be able to give them different shaders.

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I think it's more then an instance issue...as you see, when I assign to the left arm..it changes the right arm, head, and legs..

hiding the torso causes the legs mat to change..

also note the orignal model does not start off with the default mat...and using the clay mat is red.

something is really messed up.

 

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Not broken I believe but an oversight. These are instances it appears. The person who made this model,simply changed the name but did not un-instanced them. The name when you make an instanced object is denoted in the vox tab layer name of the instanced object.

Select the instancer tool. The select un-instanced all. 

After I did the above all worked correctly, though I did not check feet and hands. EDIT: I went back and checked feet and some of the hand parts and these were working correctly too.

No need for cloning any layers... 

instance.PNG

good.PNG

Edited by digman
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1 hour ago, digman said:

Not broken I believe but an oversight. These are instances it appears. The person who made this model,simply changed the name but did not un-instanced them. The name when you make an instanced object is denoted in the vox tab layer name of the instanced object.

Select the instancer tool. The select un-instanced all. 

After I did the above all worked correctly, though I did not check feet and hands. EDIT: I went back and checked feet and some of the hand parts and these were working correctly too.

No need for cloning any layers... 

instance.PNG

good.PNG

They are instanced for a reason. So, that even when limbs are posed independently, changes made to their surface are applied to the instanced limb (ie., sculpting larger muscles). If they need to be un-instanced, that can be done as you mentioned, using the Instancer tool.

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I did some testing and found V4.8.8 was the last working version...

Here is a video showing the same steps

1st half of video = 4.8.8 (how it should look)

2nd half of video = 4.8.10 

*also note on 4.8.10 how the start mat is wrong, and open new file it's wrong + glossy

 

Edited by bocs

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