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Andrew Shpagin

3DCoat 4.8 BETA testing thread

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On 1/31/2019 at 3:21 PM, Andrew Shpagin said:

- Edge width correction for Cube mapping, own settings panel for cube mapping

:yahoo:TriplanarTuneUp.thumb.gif.6adbdb484068d358157ba064eed40844.gif

Soooooooooo wonderful addition to the already excellent painting toolset, many thank 3DCoat team ! I love you, again

Regarding the Blend, could it be possible (as well as good idea ?) to have some modes like Modulate2X, Add, Multiply, Lighten...etc ? Or add an input texture the user can pick (a grayscale map) to use it as lerp's alpha ?

Edited by Vexod14
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12 hours ago, Vexod14 said:

:yahoo:TriplanarTuneUp.thumb.gif.6adbdb484068d358157ba064eed40844.gif

Soooooooooo wonderful addition to the already excellent painting toolset, many thank 3DCoat team ! I love you, again

Regarding the Blend, could it be possible (as well as good idea ?) to have some modes like Modulate2X, Add, Multiply, Lighten...etc ? Or add an input texture the user can pick (a grayscale map) to use it as lerp's alpha ?

Glad to hear that! But what do you mean - "Regarding the Blend, could it be possible (as well as good idea ?) to have some modes like Modulate2X, Add, Multiply, Lighten...etc ? Or add an input texture the user can pick (a grayscale map) to use it as lerp's alpha ?"
Lerp between cubemap sides? And operations to apply material on the layer? Or to blend between cubemap sides?

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I don't know how it's done but yeah, I'm talking about the blend between cubemap sides ;)

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New beta is very unstable for me. Crashed 10+ times today, texturing a character. Doing simple stuff like filling objects with solid color (rectangle lasso tool), and shortly after duplicating layers mostly.

Also, using the lasso stroke modes in the UV window don't work correctly. Instead of filling the area that is actually selected, they only produce stripe-like artifacts.crash.jpg

Edited by wilson66

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Lattice bug?

 

If that's not a feature it could be a bug with the  " Custom Primitive Lattice " --- the "Y-axis-resize-gizmo-handles" are greyed out.

It's OK in 4.7.35.....

002.thumb.png.56aed66d040e150da4ef214c3dc6ef9f.png

 

..... but in 4.8.33 it's not.

 

001.thumb.png.a860f56236736552b725eb29d4ef285e.png

 

 

 

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12 minutes ago, The_Mikeman said:

Lattice bug?

 

If that's not a feature it could be a bug with the  " Custom Primitive Lattice " --- the "Y-axis-resize-gizmo-handles" are greyed out.

It's OK in 4.7.35.....

002.thumb.png.56aed66d040e150da4ef214c3dc6ef9f.png

 

..... but in 4.8.33 it's not.

 

001.thumb.png.a860f56236736552b725eb29d4ef285e.png

 

 

 

That may be bad graphics. If they highlight when you mouse over, they are fine.

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13 hours ago, Tony Nemo said:

That may be bad graphics. If they highlight when you mouse over, they are fine.

No graphics issues here. It's a weird bug.

Explanation:

If you initially change the X/Y/Z-cage point amounts  in the tool-options-dialog and then click on a point on the lattice the y-handles  will be greyed out.

But if you click on one specific point (it's some point  at the bottom of the model object) in the lattice,  they'll turn green.


 You have to find the chosen one. :rofl:

 

 

 

 

 

 

 

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4.8.33 I loaded up same lattice as  above and had the same Greyed out y handles but like The_Mikeman says if you keep trying other lattice points you will find one with it normal . then  On mine all  then began to work as normal  / expected . Also none of them would scale at all (xyz) but after finding the ONE that worked only then all began to work.

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On 2/7/2019 at 6:51 PM, wilson66 said:

New beta is very unstable for me. Crashed 10+ times today, texturing a character. Doing simple stuff like filling objects with solid color (rectangle lasso tool), and shortly after duplicating layers mostly.

Also, using the lasso stroke modes in the UV window don't work correctly. Instead of filling the area that is actually selected, they only produce stripe-like artifacts.crash.jpg

It is fixed in version 34.

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Tons of exquisite features Andrew ! Thanks A LOT =D

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Just got an issue about writing the "tempfile.temp" which register if the user ticked the "don't show this warning again" on the first tooltip popup window, so each time I lock a layer I got the popup and have to perform one useless click, which can be tedious if I'm having tons of layers.
image.png.a96db997416ec06ef2718f82734658d0.png

 the locked layer (baked texture) in User's folder is written fine btw ;) (but I don't understand why this can be while the tempfile can't :huh:)

By the way, it could be a good addition to allow customizing user paths (for disk space management and even better team workflow adaptation)
If I may ask, why are locked layers in "PNG" instead of a lossless TGA or PSD file ?
Another issue is about the random number added to each new lock, it leads to identical but duplicated files for the same layer, it could be good to only have a file without this random number so each time we lock a same layer it simply replace the file, and if we unlock a layer, simply delete all its stored textures so it keeps a small size on disk (maybe replacing/delete a file require advanced admin rights, if that's the reason why you've let things this way just forget about this question) 
Ow and finally, could it be possible to add a clean temp folder option somewhere ? (or add an option to automatically remove files if the texture resolution is the same again)

(Gamma correction in Pref menu is also a good addition ;))

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The UV Editor has disappeared from the Popup Menu? It was a handy way to fill separate islands with different colors. Where did it go?

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On Paint room ? Is working fine from my side

UVeditor.jpg

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45 minutes ago, Tony Nemo said:

Works for me too (with the right menu). It used to be in the Popup menu.

I was also looking this window from popup menu... I fine that it's under Textures menu but I'm living proof of that when that window dissappears, first place I was looking for it was popup menu.

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Is it possible to get an instancer brush?

Something that is a mix between the instancer tool and the import tool?  

I'd like to be able to import a simple mesh for all these orbs and then later export to Blender without it being treated as one big object.. 

If I could brush into the scene from an instance of a 3b object...then I could adjust the 3b object afterwards and have the placement and size be kept.  Further...I'd like to be able to export this out to an external package like Unreal or Blender and have each orb be instances of the same mesh.

This was done with sphere tool with max spacing on the brush and some size and position jitter.  Currently it's all on one voxel layer.  But this hurts my pipeline because I will have to duplicate work.  I want to optimize this for real-time rendering.

Iimage.thumb.png.9dad42bc680cb6b93f88ac2768743712.png 

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