Silas Merlin 92 Report post Posted August 9, 2019 4 minutes ago, Carlosan said: Help to switch off Tool options > Draw from first point ? Well, yes, it works fine without... but... that's not how I want to use it :) Share this post Link to post Share on other sites
Cless_Aurion 12 Report post Posted August 9, 2019 On 8/6/2019 at 6:47 PM, Carlosan said: Have you installed same lic at work or on another comp ? Contact sales@3dcoat.com to ask about this issue. Not at work, only in my desktop computer, but that computer hasn't been plugged in since... 2016 I think (And I believe I uninstalled the license anyways before moving to my current laptop). I'll contact you guys on sales@3dcoat.com anyways, thanks Carlosan! Share this post Link to post Share on other sites
Andrew Shpagin 1,463 Report post Posted August 9, 2019 4.9.05 - Fixed UDIM import crash when option "Import tiles as UV sets" turned ON. - Fixed problem of loading obj files that contains objects/materials with spaces. Baking with names correspondence supports names with spaces as well. - Random crash in retopo fixed (was happening sometimes after faces deleting) 5 Share this post Link to post Share on other sites
Werner_Z 43 Report post Posted August 10, 2019 Fantastic news Andrew! The UDIM issue was a big one. I would love to see this area develop more in future, as it allows 3d-coat to be used in hi-res film production. 1 Share this post Link to post Share on other sites
pickers 24 Report post Posted August 10, 2019 20.07.2019 4.8.44 - Deleting selected faces in retopo room leads to boundary edges selection. How do i turn off the above feature? Share this post Link to post Share on other sites
Carlosan 2,492 Report post Posted August 10, 2019 That issue was fixed on version 4.9.05. Please try it Share this post Link to post Share on other sites
artman 186 Report post Posted August 10, 2019 Andrew,are you able to reproduce mesh corruption issues with cutoff tool+Soft booleans? Share this post Link to post Share on other sites
pickers 24 Report post Posted August 10, 2019 2 hours ago, Carlosan said: That issue was fixed on version 4.9.05. Please try it I have downloaded the newest 4.9.05 but it faced the same issue. The face selection, after deletion of that face, would automatically be changed to edge selection. I cant find any settings to turn this off. Share this post Link to post Share on other sites
Carlosan 2,492 Report post Posted August 10, 2019 4 hours ago, pickers said: - Deleting selected faces in retopo room leads to boundary edges selection. I was able to replicate it, your issue was reported. 1 Share this post Link to post Share on other sites
AbnRanger 1,538 Report post Posted August 11, 2019 8 hours ago, pickers said: I have downloaded the newest 4.9.05 but it faced the same issue. The face selection, after deletion of that face, would automatically be changed to edge selection. I cant find any settings to turn this off. I think is another example of someone making a feature request....that only annoys someone else. It was probably suggested to speed up someone's workflow, but never considering it might not be how others want to work. So, it might save them a click after deleting some faces, but it makes other users have to hit ESC, unnecessarily. Share this post Link to post Share on other sites
SreckoM 4 Report post Posted August 14, 2019 When can we expect Linux 4.9 version? 1 Share this post Link to post Share on other sites
druh0o 52 Report post Posted August 20, 2019 (edited) Probably I've found a bug. v4.9.05 DX and GL (also v4.8.38). Windows 7. Tested on two computers, so... 1) In Retopo room with the Strokes tool active (let's say after Autopo) 2) zoom in to your retopo mesh (this is important too! let's say with Shift+A or with Alt + <mouse> ) so the retopo mesh occupies a significant part of the viewport. 3) activate Transform and move your retopo mesh somehow 4) Ctr+Z - doesn't work (actually i noticed that 3d-coat kinda "counts" vertices of retopo mesh, so i started to hit Ctrl+Z many times - like ALOT, then suddenly it can undo Transform, but after A LOT of Ctrl+z) If the Strokes tool is not active, looks like there is no undo Transform bug. If you zoom out of the retopo mesh, so it's occupies a small part of viewport, looks like there is no undo Transform bug, even if the Strokes tool is active (or at least that bug is very rare, i don't know all of reasons of that bug). UPD: tried in v4.7.24 - it doesn't have this bug. Edited August 20, 2019 by druh0o Share this post Link to post Share on other sites
Silas Merlin 92 Report post Posted August 23, 2019 Am I alone feeling crippled by the fact that colour picker (V) deselects active strip ? Steps to reproduce : (Any version) select a strip from the strips panel press V or your custom keyboard shortcut for colour picker. >Strip is deselected Share this post Link to post Share on other sites
Carlosan 2,492 Report post Posted August 25, 2019 * Bug Confirmed Share this post Link to post Share on other sites
GrzegorzWięcek 8 Report post Posted August 26, 2019 Hello, I have an annoying issue with AUTOPO. 1/ Each time I try to use it my 3DCoat crashes ;/ 2/3DCoat doesn't recognize Instant Meshes add-on as default (look attached image). Does anyone has the same? I use 4.9.02 on OSX Thanks Share this post Link to post Share on other sites
AbnRanger 1,538 Report post Posted August 26, 2019 17 minutes ago, GrzegorzWięcek said: Hello, I have an annoying issue with AUTOPO. 1/ Each time I try to use it my 3DCoat crashes ;/ 2/3DCoat doesn't recognize Instant Meshes add-on as default (look attached image). Does anyone has the same? I use 4.9.02 on OSX Thanks Probably best to contact Sergii, to look into the problem, as he handles development of the MAC and Linux builds 1 Share this post Link to post Share on other sites
AbnRanger 1,538 Report post Posted August 26, 2019 ...support.linux@3dcoat.com Share this post Link to post Share on other sites
Carlosan 2,492 Report post Posted August 26, 2019 @GrzegorzWięcek 2/3 bug was reported, please use standalone version until it will be fixed. Thx Pre-compiled binaries The following binaries (Intel, 64 bit) are automatically generated from the latest GitHub revision. Mac OS X Please also fetch the following dataset ZIP file and extract it so that the datasets folder is in the same directory as Instant Meshes, Instant Meshes.app, or Instant Meshes.exe. Datasets 1 Share this post Link to post Share on other sites
geo_n 61 Report post Posted August 27, 2019 Congrats Andrew! Any improvement to speed with regards to layers in the Paint room? Like turning it on/off, shuffling layer, etc? I use 3dcoat painting on a daily basis. Still the most intuitive. 1 Share this post Link to post Share on other sites
AbnRanger 1,538 Report post Posted August 27, 2019 47 minutes ago, geo_n said: Congrats Andrew! Any improvement to speed with regards to layers in the Paint room? Like turning it on/off, shuffling layer, etc? I use 3dcoat painting on a daily basis. Still the most intuitive. The last time I spoke with Andrew, he did say that a GPU brush engine (for the Paint room, anyway) was still being worked on. Therefore, I doubt a lot is being done on the CPU side, although I did show him how Microvertex was noticeably faster than PPP. He said that shouldn't be the case and would look into it. Share this post Link to post Share on other sites
Ascensi 25 Report post Posted August 28, 2019 (edited) @Andrew Shpagin thank you so much for adding GU UV! There seems to be a bug with it.. if I add GU UV to a mesh with no subdivision, auto scale or just apply the UV set then export, reimport for PPP, subdivide for 16k with full smoothing the painting is distorted and paints in multiple places at once (symmetry is off) When I add ambient occlusion layer the surface is odd like it adds a marble paint job. Have I missed a step creating GU UV? Using version 4.9.05 Edit: well, long ago I requested if its possible to have UVs with no seams and I thought GU UV was it. What I did was move all faces to the same UV space and removed seams then used GU UV and applied it. I've learned today from a CG Channel article that it was about being more exact than to create UVs without seams. I'm doing organic shapes and seams with displacement are a nightmare! My issue preparing subdivision models to paint with displacement is basically distortion that happens on the seams and it was logical to conclude that the problem would be solved if it didn't have any! What would be the best way to handle this? auto uv on ppp import , remove seams, apply? Edited August 28, 2019 by Ascensi update Share this post Link to post Share on other sites
GrzegorzWięcek 8 Report post Posted August 28, 2019 On 8/26/2019 at 2:16 PM, AbnRanger said: ...support.linux@3dcoat.com Thank you. Share this post Link to post Share on other sites
geo_n 61 Report post Posted August 30, 2019 On 8/28/2019 at 1:27 AM, AbnRanger said: The last time I spoke with Andrew, he did say that a GPU brush engine (for the Paint room, anyway) was still being worked on. Therefore, I doubt a lot is being done on the CPU side, although I did show him how Microvertex was noticeably faster than PPP. He said that shouldn't be the case and would look into it. That's too bad. 4k textures are getting really slow with lots of layers. Also badly needed is for some tools to have "affect all layers" functions. Especially painting and erasing tools when using marquee brush mode. Share this post Link to post Share on other sites
Carlosan 2,492 Report post Posted August 30, 2019 Hi Your graphic card have enough vRam ? Share this post Link to post Share on other sites
Ascensi 25 Report post Posted August 30, 2019 On 8/28/2019 at 5:57 AM, Ascensi said: @Andrew Shpagin thank you so much for adding GU UV! There seems to be a bug with it.. if I add GU UV to a mesh with no subdivision, auto scale or just apply the UV set then export, reimport for PPP, subdivide for 16k with full smoothing the painting is distorted and paints in multiple places at once (symmetry is off) When I add ambient occlusion layer the surface is odd like it adds a marble paint job. Have I missed a step creating GU UV? Using version 4.9.05 Edit: well, long ago I requested if its possible to have UVs with no seams and I thought GU UV was it. What I did was move all faces to the same UV space and removed seams then used GU UV and applied it. I've learned today from a CG Channel article that it was about being more exact than to create UVs without seams. I'm doing organic shapes and seams with displacement are a nightmare! My issue preparing subdivision models to paint with displacement is basically distortion that happens on the seams and it was logical to conclude that the problem would be solved if it didn't have any! What would be the best way to handle this? auto uv on ppp import , remove seams, apply? Seamless UVs would be awesome but I think I found a solution.. Even though my mesh was pure tris, I had to checkmark tris on import (I wish there was a popup that said "try this to avoid UV glitches" or something. Share this post Link to post Share on other sites