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Andrew Shpagin

3DCoat 4.8 BETA testing thread

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On 1/11/2018 at 5:12 AM, Andrew Shpagin said:

4.8.09

- Updated transform gizmo - non uniform scaling in plane introduced.

- Fixed UNDO issue when RMB->Save volume as 3B

- Correct SHIFT constraint outside the object in lines lasso mode, correct deleting hotkey (no auto - restore keys of undefined actions), correct lines mode work in several voxel tools.

- Baking problems fixed. Better direction of scanning (angle -weighted), support of N-gons (N up to 128).

 

Curves changes (enable new cues in Edit->Prefs->ShowNewCurves):

- Snapping to curves, snapping system completely rebuilt.

- ENTER to APPLY curves.

- split curve by click in adding points mode.

Thanks Andrew, but we need some way to move/translate along 2 axis, as well as scaling. Perhaps a smaller triangle on the inside of the yellow rectangle. It would look something like this...

2 axis gizmo.jpg

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...and it might be helpful to add an option in the Tool Options panel to hide the 2-Axis widget, for those who aren't using it and feel it's cluttering their view?

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4.8.09

I am missing the stencil projection controls in the top viewport when using a smart material mask/texture. How to activate them?

I mean the buttons to move, rotate and scale a mask/stencil.

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7 hours ago, AbnRanger said:

Thanks Andrew, but we need some way to move/translate along 2 axis, as well as scaling. Perhaps a smaller triangle on the inside of the yellow rectangle. It would look something like this...

2 axis gizmo.jpg

The inner circle lets you transform in screen space (2-axis). So you can shift orbit in position and then transofrm with the inner circle. Or am I missing something ?

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9 hours ago, houGenie said:

The inner circle lets you transform in screen space (2-axis). So you can shift orbit in position and then transofrm with the inner circle. Or am I missing something ?

Screen space isn't the same, obviously, as moving/translating along 2 axis in 3D space. To be semi-precise, one has to switch to an orthographic view and then use it. You have 2axis translate/move handles in most 3D apps (as well as the ability to move in screen space), not just scale.

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14 minutes ago, AbnRanger said:

Screen space isn't the same, obviously, as moving/translating along 2 axis in 3D space. To be semi-precise, one has to switch to an orthographic view and then use it. You have 2axis translate/move handles in most 3D apps (as well as the ability to move in screen space), not just scale.

Yes, it is not so fast but possible when switching to ortho. Personally I think there are more important things to consider. For example adaptive voxels or improving the brushes. That would be nice. I think it is better to improve the sculpting features and not to try to be better than some 3d apps. For this we have Maya and Co. 

Edited by houGenie

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1 hour ago, houGenie said:

Yes, it is not so fast but possible when switching to ortho. Personally I think there are more important things to consider. For example adaptive voxels or improving the brushes. That would be nice. I think it is better to improve the sculpting features and not to try to be better than some 3d apps. For this we have Maya and Co. 

He just added the 2-axis gizmo in the latest build. That has been requested for years by multiple users, and is a standard in 3D applications. It was mentioned in another thread, here, and Andrew dropped in to say he was going to add it. If it has 2 axis constraints for scaling it should have it for Move/Translate, too.

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Hi again...

Still having the same problem - just tested and 4.8.09 still does not zoom extents by using Shift+A for retopo geometry if there is no surface or voxel underlying it.  It only works for surface and voxel objects.  Since I'm trying to layout UVs on my low-poly mesh, I need the zoop extents (shift+a) to work in retopo even when there's no surface or voxel.

If there is only a retopo object but no sculpt object, then Shift+A centers to the origin instead of the center of, or bounds of the selected retopo object.

You can test this by:

1) create a simple object in sculpt room.  
2) move it away from the origin (or don't, as long as it is not at the origin in the end)  
3) Autotopo the sculpt.  
4) Delete the sculpt object
5) Switch to the Retop Room, click "Select" tool, then select anything - a face, an edge, a vertext, the whole shell.
6) Press Shift+A and the result is that 3D Coat zooms to the origin, not to the bounding box of the selection.

Again - this does not happen if you have a sculpt object, it is only when you are trying to zoom to the extents of a retopo only object.

 

 

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Yesterday AbnRanger and I were discussing the problem of the fill tool not being accurate to the preview window.  We ran several test. I will not go into the results of that testing as AbnRanger will be communicating to Andrew about the findings. 

The area does need fixing as soon as development time allows. I have a client who has high quality externally created fabric textures, which includes the normal, albedo, roughness, depth etc etc. 

The fabrics will be turned into smart materials.

The fill tool will be use extensively in this work. The fill tool can not be used because of being inaccurate as it requires too much manual adjusting. We need a what you see in the preview is what you get based off the smart materials settings.

The work is high production with time constraints to produce the end product.  

As always, 3DC is a great tool for working and producing content in the 3D field. I bring up these matters only as a way of improving and increasing the wide range of available workflows we have in 3DC. 

 

Edited by digman
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5 minutes ago, digman said:

Yesterday AbnRanger and I were discussing the problem of the fill tool not being accurate to the preview window.  We ran several test. I will not go into the results of that testing as AbnRanger will be communicating to Andrew about the findings. 

The area does need fixing as soon as development time allows. I have a client who has high quality externally created fabric textures, which includes the normal, albedo, roughness, depth etc etc. 

The fabrics will be turned into smart materials.

The fill tool will be use extensively in this work. The fill tool can not be used because of being inaccurate as it requires too much manual adjusting. We need a what you see in the preview is what you get based off the smart materials settings.

The work is high production with time constraints to produce the end product.  

As always, 3DC is a great tool for working and producing content in the 3D field. I bring up these matters only as a way of improving and increasing the wide range of available workflows we have in 3DC. 

 

Here is a possible workaround for the case of your client : Create shaders with those textures instead of smart materials for now, and bake from that.
(of course the result will have to be cleaned, areas where objects meet will be pixelated, but baking from shaders works great now).

Other workaround with smart materials is to use the paintbrush instead of fill tool...

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@lesaint. Thxs for the infor, long time user here so I know pretty well all available workflows, The fill tool in this case is the best and most cost effective. The fill tool problem has been around for some time now.  I know also that the fixing depends on the 3DC current development schedule.

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Beta Version 4.8.09

Localized vertex snapping seems to be broken. See picture.

Expected behavior: Only vertices selected should snap to the reference model surface. All the vertices of the dress are being snapped to the surface. See picture.

Version 4.1.17D. Yes old pre PBR version but the snapping works as expected when localized snapping vertex selection is used. 

EDIT: beta version4.8.07, the oldest I have is broken as well.  

snap verts.PNG

wrong.PNG

Edited by digman

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4.8.10

- Possibility to pack selected islands into rectangle in UV Settings tool..

- Snap selected only in retopo room works correctly.

- Add Layer 1 automatically when trying to paint over voxel volume.

- Problem of depth when filling with Smart Materials fixed.

- Save/Load multiple splines, extrude, duplicate for curves (I mean new curves).

- Fixed problems of Rect/Transform tool in Paint room - crash, missing controls.

- Additional anti-aliasing samples in cavity calculation.

- Possibility to tweak vertiсes in Quads mode.

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The biggest thanks for the Fill Tool depth fix... Yahoo!!

Now a big thanks Andrew for the vertices snapping fix. :good2:

Packing selected uv islands feature means I know longer need to port my larger uv islands off to a temporary uv set while I work on packing the smaller pieces. Then I would have to bring back the larger uv islands plus then delete the temporary uv set. This makes this kind of work hassle free... Another thank you... :thank_you:

Quad tool not only now allows you to tweak the vertices but edges and faces too... :declare:

Edited by digman

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What happened to the great unwrap routines in 3D-Coat?

I have problems when unwrapping models in 3D-Coat since some time. First I was not shure if this was a real issue. But since I am working more in blender I have the feeling something is wrong with the unwrap routines of 3D-Coat. What I have done is to try to unwrap a special capsule model in 3D-Coat. I needed such a model for my current project and it was not possible to get a nice UV map in 3D-Coat. So I tried it in blender. I did not expect blender would make the job better, because I know the good 3DC routines. But I was wrong... blender made it much better.

So please are you so kind and check, why a tool like 3D-Coat is not able to unwrap my example model well? I observe warped uv islands since some time in 3D-Coat but never thought it could be a problem with the app. But it seem so. In the future I will use the blender internal unwrap more.

See my screenshot for the problem. I have attached the model to this post too.

Thanks
Chris

 

capsule_unwrap.jpg

capsule_unwrap.obj

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2 hours ago, Taros said:

What happened to the great unwrap routines in 3D-Coat?

I have problems when unwrapping models in 3D-Coat since some time. First I was not shure if this was a real issue. But since I am working more in blender I have the feeling something is wrong with the unwrap routines of 3D-Coat. What I have done is to try to unwrap a special capsule model in 3D-Coat. I needed such a model for my current project and it was not possible to get a nice UV map in 3D-Coat. So I tried it in blender. I did not expect blender would make the job better, because I know the good 3DC routines. But I was wrong... blender made it much better.

So please are you so kind and check, why a tool like 3D-Coat is not able to unwrap my example model well? I observe warped uv islands since some time in 3D-Coat but never thought it could be a problem with the app. But it seem so. In the future I will use the blender internal unwrap more.

See my screenshot for the problem. I have attached the model to this post too.

Thanks
Chris

I TOTALLY agree. In fact, I meant to ask Andrew about this, myself. ABF seems completely busted now. It never seems to work as well as it did before GU was introduced. And I find GU also struggles with anything more than very low poly meshes. Just one subdivision unnecessarily produces very contorted UV islands/shells. The 1st image is using ABF. The 2nd is GU. Both are unacceptable. I had to use LSCM and still had to use the BRUSH mode to straighten it out. It's just 2500 poly's.

Screen.jpg

Screen2.jpg

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Maybe something got busted along the way... A look at the problem for Andrew it appears... 

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Got a new PC and everything is updated

 

Win10 64 bit

GTX 1070 with 8gb

16GB ddr 4

Intel i7 8700 3.7 Ghz

 

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.

Never had such a sound with win7 or older Versions with 3d coat.

If i move the mouse in the viewport, i hear it, it sounds like an old modem.

If i dont touch the mouse, the ugly sound is gone.

In UV-Room it is more notecible as in the Sculpt Room.

Dont have this scratchy sound on my other programms. It only appears in 3d coat.

 

Any idea, what could causes that sound?

 

 

Edited by Malo

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I heard the same mysterious sound {resembles a pen on paper) ages ago in an earlier version and Win 7. I mentioned it here and nobody answered with a solution. Maybe your this years winner in some alternate reality that bleeds into this one. If it is the same bug as mine, it will disappear in time.

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I see dead people too...  Had that sound too on an early version as well.  It disappeared on time.  I had it in other soft,  maybe the scratch disk,  if I remember I had it on AE as well 

 

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Possible hardware issue. Can effect some applications and not others.  Soundcard and computer trying to share same resources as the same time. Use to happen to me long ago when playing games. Took some research but finally got the solution as related to the above.

You can try these tips to see if they work, of course it possible they not will work. It is worth a try though.

https://www.addictivetips.com/windows-tips/fix-sound-distortion-and-static-in-windows-10/ 

Edited by digman
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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

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