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Andrew Shpagin

3DCoat 4.9 BETA testing thread

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9 hours ago, Carlosan said:

Yes, that stroke modes are not accessible anymore.

Why ? this was unstable or wat??

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Apologies if this is answered elsewhere.

I just downloaded the latest Mac beta 4.9.34, with some trepidation as Catalina was mentioned...and I'm assuming since it didn't launch on my system that Catalina is now a requirement.

Are there any plans to release builds that are compatible with previous Mac OSs? I'm pretty much locked, hardware and software-wise to High Sierrra 10.13 or maybe Mojave at a pinch.

I have a MacPro 5,1 12 core Xeon 3.06 GHz, 32 GB, Titan X 12 GB (metal compatible), so not a slow machine, and my 3D workhorse, but not officially able to install the latest OS (which would also kill a bunch of other software that I use).

Please save me! I'll miss all these new features (especially the happier Blender compatibility), and could be a long time off getting a new machine or building a Hackintosh.

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I used "marge with ". but didn't be desired result.

umm... I'm sad.

 

I don't know why but.

my eyes are exhausted. I have some tension on my neck and shoulder.

3Dcoat makes me exhausted than other 3Dsoftware.:(

 

ketugo.gif

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1 hour ago, jene said:

I used "marge with ". but didn't be desired result.

umm... I'm sad.

 

I don't know why but.

my eyes are exhausted. I have some tension on my neck and shoulder.

3Dcoat makes me exhausted than other 3Dsoftware.:(

 

ketugo.gif

If I have problems with merging in Surface mode, I will usually switch to Voxel mode which always works properly.

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10 hours ago, jene said:

my eyes are exhausted. I have some tension on my neck and shoulder.

Try to change background color like this

 DPf6Kto.jpg

Make sure your monitor do not have PWM.
And maybe you are getting older? )

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23 hours ago, Hammers said:

Catalina was mentioned...and I'm assuming since it didn't launch on my system that Catalina is now a requirement.

Hello! Please note that in the "3DCoat" Xcode project we have specified deployment target macOS 10.7. This means that "3DCoat" code itself should execute on the very old macOS. But "3DCoat" has been linked against third party dynamic libraries. Particularly Autodesk FBX, Intel MKL & TBB. Those libraries' requirements are not dependent from "3DCoat" Xcode project settings. For example, Intel MKL requires macOS 10.13 (MKL is used for retopo, uv unwrap, etc.). Most probably "3DCoat 4.9.34" doesn't run on your machine because it is not signed yet. We are currently sorting out the signing process. Please try the next upload.

Target macOS 10.7.jpg

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13 hours ago, gbball said:

If I have problems with merging in Surface mode, I will usually switch to Voxel mode which always works properly.

hello, gbball.

OK, i try voxel mode marge.

4 hours ago, sprayer said:

Try to change background color like this

 Make sure your monitor do not have PWM.
And maybe you are getting older? )

hello, sprayer.

umm...my monitor is old.  thank you for the color advice.

 

reply thank you !
 

 

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7 hours ago, jene said:

umm...my monitor is old.  thank you for the color advice

maybe that's the reason, if it have PWM i advice to bring brightness at max 100 on monitor, and reduce brightness in video driver, it should turn off flickering from monitor lamps, but you will loose a bit color range. Cheers

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17 hours ago, SERGYI said:

Intel MKL requires macOS 10.13 (MKL is used for retopo, uv unwrap, etc.). Most probably "3DCoat 4.9.34" doesn't run on your machine because it is not signed yet. We are currently sorting out the signing process. Please try the next upload.

 

Thanks Sergyi, I am running 10.13.6 so as long as that's the most recent requirement  hopefully all will be well. I was able to launch via security preferences to bypass the signing problem, I thought. But fingers crossed, I'll give the next build a try.

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There is something wonky with hidden voxels, I can't put my finger on what is going wrong exactly.

The thing is, it makes it difficult to work with vox hide. I think if you remember to "delete hidden" before hiding something new you avoid problems.

But otherwise, when you unhide you find yourself with old voxels you thought were gone.
Objectify hidden also brings back unwanted voxels....

and yes I am with 4.9.35

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OK I have a problem with the latest version. A client has sent me 3D scans with textures to clean up but the textures aren't loading in Surface mode. Usually I just turn on "Import w/o Voxelization" and that solves it. But now I just get a solid shader color. I've tried the original OBJs they sent and also tried converting that to an LWO first.

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11 hours ago, philnolan3d said:

OK I have a problem with the latest version. A client has sent me 3D scans with textures to clean up but the textures aren't loading in Surface mode. Usually I just turn on "Import w/o Voxelization" and that solves it. But now I just get a solid shader color. I've tried the original OBJs they sent and also tried converting that to an LWO first.

Try using it with 4.9.05 (right before the Refactoring work).

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20 minutes ago, philnolan3d said:

No luck with 4.9.05. I'll try going further back.

Are the texture maps and the .mtl file in the same folder as the mesh file? That is odd. I seemed to have a similar problem several months ago, but I was just making sure that my VoxTree layer was in Surface mode. Once I checked the "Import w/o Voxelization" option in the Tool Options panel, it started working.

Test a different mesh file and see if that helps. It might be a messed up .mtl file or something.

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27 minutes ago, philnolan3d said:

No luck with 4.9.05. I'll try going further back.

I just did a quick test, as I was getting ready to record a tutorial on this very topic. It works on this end. 4.9.34 DX

 

Untitled-1.jpg

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OK I got it, Loaded the file into LightWave and saved it back out as an OBJ, which I guess created a new MTL. That one loaded fine.

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02.04.20 4.9.36 (stable)

- Fixed crash in spikes tool.

- Improvements in export constructor: possibility to swap texture type and uv-set name, possibility to skip uv-set name if each us-set stored in own folder.

- Stamp mode issues fixed

- Some RFill issues fixed, related to Undo and flipped faces.

- Better compatibility with Blender (difference in "Open In->Blender" and "Open in original App")

- Fixed Still images "close guides" refresh issue.

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VoxClay.jpg

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@Andrew Shpagin, I can confirm the spikes tool fix.  Thank you.  What are your thoughts on the move tool?  I use it excessively but once up over 1m tris, it has a delay.  Once you focus on this delay, it is hard to focus on anything else. 

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2 hours ago, lambertj21 said:

@Andrew Shpagin, I can confirm the spikes tool fix.  Thank you.  What are your thoughts on the move tool?  I use it excessively but once up over 1m tris, it has a delay.  Once you focus on this delay, it is hard to focus on anything else. 

In my tests, there is no (initial?) delay, just limited FPS. Generally, I may speed it up. I may speed up, but I don't understand "delay".

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@Andrew Shpagin, with limited tris, you can really get interactive with the move tool.  No delay, as fast as you can click.  Once I get a a certain amount of tris though, there is a 1-3 second delay at the end of each stroke.

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6 hours ago, lambertj21 said:

@Andrew Shpagin, with limited tris, you can really get interactive with the move tool.  No delay, as fast as you can click.  Once I get a a certain amount of tris though, there is a 1-3 second delay at the end of each stroke.

Is that in Voxel mode or Surface mode?  Can you share a video?  I tried to confirm, but wasn't 100% sure what I was looking for.  I did notice that there was very brief period of time that it took for a Voxel sculpt to remesh when I got up to and around 1million polygons.  But it was a fraction of a second while it remeshed the marching cubes.  

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Can't do a video at this time and screenshots won't capture it.  This is for vox or sculpt mode.  Res+ the starter sphere up to ~2million tris.  The move tool will have a very obvious delay at that point.

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