Andrew Shpagin Posted May 12, 2020 Author Report Share Posted May 12, 2020 12.05.20 4.9.43 (beta, close to stable) - "Factures" renamed to "VerTextures" because it is exactly what factures are - Vertex Texturing - After baking, we finish at Layer1, not Layer0. - Possibility to import Quixel materials as VerTextures. - Baking Curvature improved, the better quality of smoothed part of the curvature. - Correct refresh of the Color Swatches window. 1 1 Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted May 12, 2020 Reputable Contributor Report Share Posted May 12, 2020 44 minutes ago, Andrew Shpagin said: 12.05.20 4.9.43 (beta, close to stable) - "Factures" renamed to "VerTextures" because it is exactly what factures are - Vertex Texturing - After baking, we finish at Layer1, not Layer0. - Possibility to import Quixel materials as VerTextures. - Baking Curvature improved, the better quality of smoothed part of the curvature. - Correct refresh of the Color Swatches window. Has the CTRL ACTION menu issues been fixed? Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted May 12, 2020 Reputable Contributor Report Share Posted May 12, 2020 ...for the BASE BRUSH? Link to comment Share on other sites More sharing options...
Advanced Member stusutcliffe Posted May 12, 2020 Advanced Member Report Share Posted May 12, 2020 2 hours ago, Andrew Shpagin said: Correct refresh of the Color Swatches window. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted May 12, 2020 Author Report Share Posted May 12, 2020 3 hours ago, AbnRanger said: Has the CTRL ACTION menu issues been fixed? I made some changes, but I never was able to reproduce... So, please check... Link to comment Share on other sites More sharing options...
Carlosan Posted May 12, 2020 Report Share Posted May 12, 2020 After fill surface mesh with any Smart Material (Paint rooom) any depth stroke on VerTexture or cut mesh or make transparency holes. - Only one Surface tool type to select for depth paint ? If Surface mode mesh is Parent on hierarchy class, and we can paint with color, roughness, metal, normal over the mesh... - Could VerTexture and Sculpt room be mixed ? For my pov, VerTexture is another Tool option for Sculpt. As Surface Paint is. Note: Go to Paint Room, select any Smart MAterial and keep it open. Switch to VerTexture, select fill mode, turn off any Vertext, fill... is not clear how every operation is affect the other... a bit unintuitive for me. Name change suggestion: VerTexture -> Vertext Link to comment Share on other sites More sharing options...
Advanced Member popwfx Posted May 12, 2020 Advanced Member Report Share Posted May 12, 2020 Any news about the FBX export bug that was reported and also detailed here: thanks! Link to comment Share on other sites More sharing options...
philnolan3d Posted May 12, 2020 Report Share Posted May 12, 2020 I'm glad Factures was renamed. I kept thinking it said fractures, which would be totally different. I like Vertextures because it says what it does. Link to comment Share on other sites More sharing options...
Carlosan Posted May 13, 2020 Report Share Posted May 13, 2020 It took me a while to understand the difference between vertex paint with smartmaterial and VerTextures until I used the scale rotation commands ... and I saw that the texture could be modified after being painted, really amazing and lots of potential. Thx Andrew. note: what are these spots that appear sometimes? Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted May 13, 2020 Reputable Contributor Report Share Posted May 13, 2020 I don't know if it is intentional or a bug in 4.9.43, but this is really nice. It is no longer necessary to use virtual mirror to be able to get 3dc to stack islands automatically. Simply doing Retopo > Apply symmetry to current layer stacks the islands on top of each other nicely ! (it remains possible to unstack them by simply moving them or unwrapping again) So I'd say it's a nice new feature to have, but I don't recall seiing this in any of the release notes, so I guess it is unintentional ? --------- Another subject, a question : Is the (in)ability to export only a selection of paint objects and not all going to be tackled anytime soon ? (Ideally 3dc would export only visible paint objects) Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted May 14, 2020 Reputable Contributor Report Share Posted May 14, 2020 5 hours ago, Silas Merlin said: I don't know if it is intentional or a bug in 4.9.43, but this is really nice. It is no longer necessary to use virtual mirror to be able to get 3dc to stack islands automatically. Simply doing Retopo > Apply symmetry to current layer stacks the islands on top of each other nicely ! (it remains possible to unstack them by simply moving them or unwrapping again) So I'd say it's a nice new feature to have, but I don't recall seiing this in any of the release notes, so I guess it is unintentional ? --------- Another subject, a question : Is the (in)ability to export only a selection of paint objects and not all going to be tackled anytime soon ? (Ideally 3dc would export only visible paint objects) I think that has been the default behavior for a long time. I actually do not like it, personally. I'd rather it be an option. Because, if I have already laid out my UV's and for some reason, need to use Symmetrical Copy, it just messes up all the work I did, and now I have to go back and re-arrange the furniture (islands) all over again. Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted May 14, 2020 Reputable Contributor Report Share Posted May 14, 2020 5 hours ago, AbnRanger said: I think that has been the default behavior for a long time. I actually do not like it, personally. I'd rather it be an option. Because, if I have already laid out my UV's and for some reason, need to use Symmetrical Copy, it just messes up all the work I did, and now I have to go back and re-arrange the furniture (islands) all over again. Good point, that would be frustrating ! Link to comment Share on other sites More sharing options...
Member tcwik Posted May 14, 2020 Member Report Share Posted May 14, 2020 4.9.43 .. 2 pen lasso stroke don't see mask but brush stroke see the mask... Link to comment Share on other sites More sharing options...
Member SilverCity Posted May 15, 2020 Member Report Share Posted May 15, 2020 (edited) This bug has been reported before, but since I use the BaseBrush almost exclusively now, I hope this gets fixed. The issue is that when Buildup is enabled for the Clay brush, the stroke becomes uncontrollable as if the effect is too extreme. This problem is more noticeable when using higher depth settings and when the mesh surface is at an angle to the camera. The buildup effect also seems to extrude in the direction of the camera and is not based on the vertex normals like Clays default behavior. Edited May 15, 2020 by SilverCity spelling Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted May 15, 2020 Contributor Report Share Posted May 15, 2020 When I attempt to download .43, I get the following:which says there's a trojan. The next link gives this: Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted May 15, 2020 Reputable Contributor Report Share Posted May 15, 2020 Where are hotkeys stored ? I can't find them in the hotkeys.xml anymore Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted May 16, 2020 Reputable Contributor Report Share Posted May 16, 2020 It would be so cool if the voxel Scrape tool acted like the surface Chisel tool when you hold CTRL : if it added matter in the same way. Link to comment Share on other sites More sharing options...
Member tcwik Posted May 16, 2020 Member Report Share Posted May 16, 2020 17 hours ago, Silas Merlin said: Where are hotkeys stored ? I can't find them in the hotkeys.xml anymore they are in" *.hotkeys" file in a looong time ;p Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted May 16, 2020 Reputable Contributor Report Share Posted May 16, 2020 2 hours ago, tcwik said: they are in" *.hotkeys" file in a looong time ;p Could you please check, tcwik ? They are not there anymore Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted May 17, 2020 Author Report Share Posted May 17, 2020 17.05.20 4.9.44 (beta, close to stable) - Preferences rearranged. Export Tab. Units for FBX export, important for the correct scene scale! - Export dialog essentially streamlined. 2 1 Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted May 17, 2020 Reputable Contributor Report Share Posted May 17, 2020 A suggestion to further improve drag and drop of stencils : Check if file name already exists in folder > IF yes, rename As it is now a new stencil dropped into the panel will overwrite existing stencil with same file name in the folder. 1 Link to comment Share on other sites More sharing options...
philnolan3d Posted May 17, 2020 Report Share Posted May 17, 2020 Would it be possible to have the render room lights visible in the sculpt room? The sculpt room has always had the lights coming from above only, meaning it's impossible to see the underside of anything you're working on. In the Render room I can set the lights however I want them so I can easily see what I'm doing. On the character below I suspected there was a crease I needed to smooth out on her stomach but I had to go to the render room to confirm it. When I go to fix the crease I'll have to guess where to put my brush. 1 Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted May 17, 2020 Reputable Contributor Report Share Posted May 17, 2020 9 minutes ago, philnolan3d said: Would it be possible to have the render room lights visible in the sculpt room? The sculpt room has always had the lights coming from above only, meaning it's impossible to see the underside of anything you're working on. In the Render room I can set the lights however I want them so I can easily see what I'm doing. On the character below I suspected there was a crease I needed to smooth out on her stomach but I had to go to the render room to confirm it. When I go to fix the crease I'll have to guess where to put my brush. Camera menu > background > lock environement "Up" as far as lighting is concerned will always be the top of the screen : simply rotate the camera to place the underside in the light. Untitled.mp4 Link to comment Share on other sites More sharing options...
philnolan3d Posted May 17, 2020 Report Share Posted May 17, 2020 Ah cool. The render room lights are still much better but at least this way I can see the crease. Thanks. Link to comment Share on other sites More sharing options...
Member Southern_Cross Posted May 17, 2020 Member Report Share Posted May 17, 2020 41 minutes ago, philnolan3d said: Would it be possible to have the render room lights visible in the sculpt room? The sculpt room has always had the lights coming from above only, meaning it's impossible to see the underside of anything you're working on. In the Render room I can set the lights however I want them so I can easily see what I'm doing. On the character below I suspected there was a crease I needed to smooth out on her stomach but I had to go to the render room to confirm it. When I go to fix the crease I'll have to guess where to put my brush. Ok. In other software this called HeadLamp - A light is projected from the camera (view screen) down the center of axis. This would be a great addition to 3D coat. 3 Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted May 17, 2020 Advanced Member Report Share Posted May 17, 2020 41 minutes ago, Southern_Cross said: Ok. In other software this called HeadLamp - A light is projected from the camera (view screen) down the center of axis. This would be a great addition to 3D coat. Agreed, It would make sculpting with PBR shaders a lot better. Currently, I use matcaps for sculpting because they simulate this effect. Link to comment Share on other sites More sharing options...
Advanced Member popwfx Posted May 18, 2020 Advanced Member Report Share Posted May 18, 2020 (edited) 44 seems great - but something new is happening in Paint room. (Unless this is a known issue and I'm not aware). Occasionally I get random hidden polys when there seems to be no reason for it. To get them to show up sometimes I undo, and sometimes I have to quit 3DC and rerun. Is this a bug or a video driver issue? I'm using the 445.87 Nvidia Geforce drivers (pretty close to latest if not the latest). Anyone know what's going on here? thanks! Edited May 18, 2020 by popwfx 1 Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted May 18, 2020 Reputable Contributor Report Share Posted May 18, 2020 10 hours ago, gbball said: Agreed, It would make sculpting with PBR shaders a lot better. Currently, I use matcaps for sculpting because they simulate this effect. I recently asked Andrew if we could get a Hotkey toggle for Render Room rendering in the Sculpt Room and Paint Room. He sounded like he liked the idea. Maybe if others email him, it will add to the priority of the request 1 Link to comment Share on other sites More sharing options...
philnolan3d Posted May 18, 2020 Report Share Posted May 18, 2020 13 hours ago, Southern_Cross said: Ok. In other software this called HeadLamp - A light is projected from the camera (view screen) down the center of axis. This would be a great addition to 3D coat. Yes I was thinking about that too. LightWave calls it a headlight but same thing, light projects from the camera. Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted May 18, 2020 Reputable Contributor Report Share Posted May 18, 2020 (edited) Where is this "plane options button" please ? Tool options panel is empty that's where I expected to find it; I was going to try that relatively recent "on plane" mode in retopo room, but... with tool options empty to help define plane, I have no idea how to make use of it. After more fidding, I find it is possible to go to the sculpt room to edit the plane settings and then come back to the retopo room.... but..... you'd want that accessible in the retopo room, really, yes ? Also there is a huge problem, because plane controls are deeply tied to the RMB.... and so is the retopo room. Big conflict there. Edited May 18, 2020 by Silas Merlin 1 Link to comment Share on other sites More sharing options...
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