Carlosan Posted January 31, 2019 Share Posted January 31, 2019 Assign Photoshop as default, look at channels in Photoshop Link to comment Share on other sites More sharing options...
Contributor Rygaard Posted January 31, 2019 Contributor Share Posted January 31, 2019 26 minutes ago, Carlosan said: Assign Photoshop as default, look at channels in Photoshop I did not know that. Thank you very much for the information to see on the Alpha channel palette of the Programs when editing alphas in 16 Bits.In the image, you may notice that in Gimp it appears differently from Photoshop and in Krita there is no Alpha.I will try to do more testing by modifying the 16-bit alphas, saving and returning to 3D-Coat to see what will happen.What I knew was just how to edit alphas in the Edit Ext. Editor that appeared the 4 channels in the Layers palette. I honestly did not know about the alphas in the Channels palette. Thank you very much. I will continue to test. Link to comment Share on other sites More sharing options...
Carlosan Posted February 1, 2019 Share Posted February 1, 2019 Move this specific conversation into a new thread. Sometimes it’s a good idea to continue a specific line of conversation in a new topic. Thx Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted February 1, 2019 Advanced Member Share Posted February 1, 2019 It is not directly about current beta, but hope to add request about Tiff for future beta. The problem is Other many soft ware can not full support Tiff layer. Only photo shop user can manage Tiff alpha as brash I already found same problem , when I tried to convert brush as square size, with 3d coat training video. I could save as Tiff then re-import in 3d coat only, but I can not edit Tiff and re-import ti as Tiff about Gimp and Krita. These aprication not full suport Tiff layer. So I do not hope to use Photo shop and adobe products,, Hope if Andrew can offer way to handle 16 bit alpha brash (other format etc,,) for Gimp and Krita. 1 Link to comment Share on other sites More sharing options...
Advanced Member druh0o Posted February 1, 2019 Advanced Member Share Posted February 1, 2019 (edited) 21 hours ago, Andrew Shpagin said: 4.8.33 - Load/Save for noise Oh my! Thank you for this! This little thing is actually great! Edited February 1, 2019 by druh0o 1 Link to comment Share on other sites More sharing options...
Advanced Member jene Posted February 1, 2019 Advanced Member Share Posted February 1, 2019 whenever 3Dcoat have a new tool, quickaccess slides. I always use quickaccess. it is not convenient. in this picture, quickaccess1 is Move tool. but it changes Fit tool. Link to comment Share on other sites More sharing options...
Carlosan Posted February 2, 2019 Share Posted February 2, 2019 On 9/21/2017 at 4:03 PM, Cleitus said: When you add new environment map to all of color become black Switching off greyscale helps ? Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted February 3, 2019 Author Share Posted February 3, 2019 On 1/31/2019 at 9:19 PM, Rygaard said: Hey everyone, I quickly did the following tests: 1- I tried to import a file in EXR format (dragging from the windows explorer folder) and 3D-Coat closed (crash!) And asked to save the project. - In the "Open texture" option of the Alphas palette there is no option of choosing the EXR extension to open. So, for me to try to open the EXR, I drag the file from the folder into 3D-Coat and for me the program closes (crash!) At the same time. I tried to drop EXR and it works as expected. Please send me that EXR to andrewshpagin@gmail.com Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted February 3, 2019 Author Share Posted February 3, 2019 On 1/31/2019 at 9:19 PM, Rygaard said: 2- In the other test, I tried to use the Edit The 16-bit Tif option and the problem of opening the alpha continues. An error message and when the external editor opens, there is no alpha, but the document appears with black background. I downloaded and installed GIMP. It opens tif with error message, but alpha channels are correct. Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted February 3, 2019 Advanced Member Share Posted February 3, 2019 Andrew please re-save it in Gimp again, and how change (overwrite) in 3d coat. with use 3d coat option (save as psd/Tiff) edit as 16bit Tiff etc. after overwrite alpha in Gimp (16bit Tiff), the brush can not use any more (lost height map) in 3d coat. I use GImp 2.10. it can open Tiff as 16bit but problem seems happen when edit and save (export) to re-use it in 3d coat Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted February 3, 2019 Advanced Member Share Posted February 3, 2019 Sorry, I have not downloaded Windows [4.8.33] from up-date logs. if new version solve about Tiff ,really thank Andrew. I test again. (and thanks you try to solve about negative (concave) alpha) Link to comment Share on other sites More sharing options...
Advanced Member Vexod14 Posted February 4, 2019 Advanced Member Share Posted February 4, 2019 (edited) On 1/31/2019 at 3:21 PM, Andrew Shpagin said: - Edge width correction for Cube mapping, own settings panel for cube mapping 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 February 4, 2019 by Vexod14 6 Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted February 5, 2019 Author Share Posted February 5, 2019 12 hours ago, Vexod14 said: 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? 1 Link to comment Share on other sites More sharing options...
Advanced Member Vexod14 Posted February 5, 2019 Advanced Member Share Posted February 5, 2019 I don't know how it's done but yeah, I'm talking about the blend between cubemap sides Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted February 5, 2019 Reputable Contributor Share Posted February 5, 2019 Oh wow, Yess, awesome ! I could not find that panel after seeing the release notes, until just now when I saw Vexod's screenshot. 1 Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted February 7, 2019 Advanced Member Share Posted February 7, 2019 (edited) 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. Edited February 7, 2019 by wilson66 Link to comment Share on other sites More sharing options...
Member The_Mikeman Posted February 13, 2019 Member Share Posted February 13, 2019 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..... ..... but in 4.8.33 it's not. Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted February 14, 2019 Contributor Share Posted February 14, 2019 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..... ..... but in 4.8.33 it's not. That may be bad graphics. If they highlight when you mouse over, they are fine. Link to comment Share on other sites More sharing options...
Member The_Mikeman Posted February 14, 2019 Member Share Posted February 14, 2019 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. Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted February 14, 2019 Contributor Share Posted February 14, 2019 Maybe it's a poorly designed feature. Link to comment Share on other sites More sharing options...
Advanced Member Ballistic_Tension Posted February 15, 2019 Advanced Member Share Posted February 15, 2019 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. Link to comment Share on other sites More sharing options...
Member calilifestyle Posted February 18, 2019 Member Share Posted February 18, 2019 The latest nvidia drivers fixed my problem i had reported. 1 Link to comment Share on other sites More sharing options...
Popular Post Andrew Shpagin Posted February 26, 2019 Author Popular Post Share Posted February 26, 2019 26.02.2019 4.8.34 - Very important! Possibility of resolution-independent texture locking over the layer. Importing or calculation of normalmap, occlusion, cavity will lock layer. Texture will be saved to disk. As soon as you will change resolution, the locked texture will be used instead of current layer state resampling. It is very important if you want to paint materials in low quality of texture and then get high quality at the end. - Support of 16-bit PNG tor alphas - Fixed polygon - painting mode (in E-panel) for materials painting in UV mode. - "Ghost but this" corrected, it is not screwed by Undo anymore. - Toggle UI visibility using TAB or Windows->Toggle Popup/Docked Windows. - FBX export preserves vertex order - Indication of ortho/perspective in right bottom corner - Export presets listed in File->Create extension - Correct loading scenes with transparency on Layer0 - Create alphas from 3D models updated - fast preview rendering (previously it was software rendering), so high-poly meshes allowed there. - Image files recognized not by extension (that may be wrong) but by signature. It prevents multiple user errors. Sometimes files, downloaded from internet have wrong extension. - Correct alpha channel visualization in paint mode for polygonal models (not voxels/surface!). Polygons sorted from back to front in real time for correct rendering. It works fast, but if you feel it is slow, you may turn it off in View menu. - exr added to the list of extensions, acceptable for pen alpha. - Importing models as alphas window is now hardware accelerated, big models acceptable too. 9 1 Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted February 26, 2019 Author Share Posted February 26, 2019 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. It is fixed in version 34. Link to comment Share on other sites More sharing options...
Advanced Member Dmitry Bedrik Posted February 26, 2019 Advanced Member Share Posted February 26, 2019 Good update. Glad to have started working on the bugs. Link to comment Share on other sites More sharing options...
Advanced Member Vexod14 Posted February 26, 2019 Advanced Member Share Posted February 26, 2019 Tons of exquisite features Andrew ! Thanks A LOT =D Link to comment Share on other sites More sharing options...
Advanced Member Vexod14 Posted February 27, 2019 Advanced Member Share Posted February 27, 2019 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. 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 ) 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 ;)) Link to comment Share on other sites More sharing options...
Advanced Member Dmitry Bedrik Posted February 27, 2019 Advanced Member Share Posted February 27, 2019 Problems with the positioning of the menu in the program. It goes beyond the edge of the screen. Link to comment Share on other sites More sharing options...
Advanced Member sprayer Posted February 28, 2019 Advanced Member Share Posted February 28, 2019 Wrong curve for this primitive Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted March 1, 2019 Contributor Share Posted March 1, 2019 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? Link to comment Share on other sites More sharing options...
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