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Andrew Shpagin

3DCoat 4.9 BETA testing thread

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On 9/25/2020 at 11:53 PM, Carlosan said:

Voxel Mode

Surface tools > Freeze

Is working fine ?

Freeze.jpg

i wrote and showed video about this bug couple month ago =( it's not only for freeze tool but for selection and for subdivide for example there you select area black artifacts appears after deselection

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Why freez mask is so fkin black?!!  is almost as annoying as voxel hide with no preview of hiding part at all,, this is  like 'working in the dark' :ph34r:

whyyo why.jpg

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Someone confirm please,.  Freeze with single poligon mode, often miss freeze (only freeze some parts of the selected poligon) or not color as 100 percent freeze.

 when I set "Single polgion" brush mode, 3d coat stop to change brush alpha.  So I suppose it should freeze as 100 percent. (do not use brush alpha) with freeze setting value.

brushalpha.thumb.JPG.869467c09eeb9f26b48b4a33991fe3ca.JPG

but  it often can not freeze as 100 persent. (even though I set Freeze degree as 100 percent)

And  when paint with "single poligon" mode, it seems still try to use brush size.(so I need to set brush size large than  poligon) to full paint the poligon.

But it not offer brush size as visuall anymore. (so to see brush size, I need to exchange brush mode  then cofirm brush size, return "single poligon mode"

Same problem happen with Ctrl Freeze (to  remove Freeze area) with use "single poligon brush mode",  I often use the poligon select mode (brush) then recently it is really annoying to paint freeze or erase area strictly.

freezepoligon.thumb.JPG.d9d511bf1cc52ce8bbbab0a18fa2300c.JPG

(it often remain freeze part,  or not remove freeze as 0 percent etc) :(   

eg  1.  set Freeze tool, then select brush mode as "select polgion" ,  then freeze one poligon.

2. just use Ctrl with Click same area.. it not remove freeze perfectly. then remain as 30 percent etc. So I often need to ctrl click twice or three times. to remove the freeze from poligon.

Edited by tokikake

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13 hours ago, Andrew Shpagin said:

28.09.20 4.9.64 (stable)

- Solved possible crash during the scene opening (rare).

Thanks you really often update and solve issue everytime.

Then I hope one more request, if you can.. about new option (use material group when export mesh from retopo >> paint room)

I know it is not default option, but I hope to do same thing, when "use visible paint objects  as retopo"

That means,,, I import mesh with UVset (material surface group), then when import the paint mesh for retopo room, "use visible paint objects  as retopo"

I hope 3d coat auto divide them as each retopo object group with UV set (UV tile ) too. At current 3d coat simply gather all material group as one retopo group.

so even though I use  new option, it can not keep material group which have set when I import mesh for paint room.  I hope these steps.

1. import paint room with " Import tiles as UVset". (= material group)

2.  use visible mesh in retopo room. (and use new option , which will auto divide each UVtiles (UVset = Material group)  as retopo group)

3. edit something

4. bake retopo object ( with use Treat retopo gorups as Object (disable) (so 3d coat use retopo groups as material groups (or UVset)

Can I expect it?  :rolleyes:

Edited by tokikake

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@tokikake

Windows Beta Version 4.9.63

Using the single polygon  mode.

Try the settings shown in the picture for freeze to work correctly.  

Brush size I choose a very large number. Might not need 40 but it works.

Increased opacity to 200 percent (manual typing in the amount). Might not need 200 percent but I play it safe.

Choose connective picking. 

Freezing and Un-Freezing both work.

EdIt:

I did some more testing. The most import setting is connective picking and brush radius size. Changing the freeze degree beyond 100 percent seems not to effect it as much.

Play with those settings but connective picking needs to be chosen and at least 1.0 brush radius or higher but this also would depend I believe upon the scale of your model, for brush radius size. Make the brush radius large enough to fill the inside of the model's polygons completely.  Of course you will not see the brush radius yellow cursor when using the single polygon mode. 

New Test :The Monkey ( not the one shown in the picture.)

Connective picking.

Brush radius "7.0"

Contrast: 100%

Freezing degree: 100%

 

monkey.jpg

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9 hours ago, tcwik said:

Why freez mask is so fkin black?!!  is almost as annoying as voxel hide with no preview of hiding part at all,, this is  like 'working in the dark' :ph34r:

whyyo why.jpg

Not sure which room you are in so I will give an answer for both.

Sculpt Room. Choose or make a shader that will revel the features underneath the freeze. I  included a shader for you. You may change the color as you wish.

Paint Room. A white freeze revels the features more but I also choose to show the wireframe which the freeze does not hide.  Under the freeze menu choose "Toogle Freeze View" to choose the the freeze view you want.

Under the file menu choose to install the extension.

Make a feature request for all freeze views to revel the features underneath it if you so desire.

 

shader.jpg

freeze.jpg

Freeze.3dcpack

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Not sure if this has been mentioned, but there are a handful of paint tools that work for pixel painting that don't with vertex paint in some way:

  • Transform/Copy tool (clones portions of a layer: ignores depth)
  • Layers > Copy Channels (transfers per-channel data between layers: only can be used with color channels)
  • Freeze > Freeze Border (does nothing)
  • Freeze > Erase Unfrozen (causes causes parts of the surface to stretch to "infinity" )
  • Layer Clip Mask (ignores depth)

Although these may be minor issues I find I need them for doing various hard surface things so it would be really nice to have!
Also, the ability to fill with inverted depth would be good!

3dcPaint1b.JPG

Edited by TreetopFlyer
forgot about inverted depth

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Hi friends! Thank you for the awesome new tools and development! ^__^

Renaming a folder in shader palette seems to insta-crash my 4.9.63 and 4.9.37 versions. Maybe worth checking out if it is a general issue.

 

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2 hours ago, nameless_one said:

Hi friends! Thank you for the awesome new tools and development! ^__^

Renaming a folder in shader palette seems to insta-crash my 4.9.63 and 4.9.37 versions. Maybe worth checking out if it is a general issue.

 

Windows beta 4.9.63 Gl.

Confirmed on my end... 

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20 hours ago, Silas Merlin said:

Stencil not working with cut off tool after raising the vox layer resolution

 

 


 

Windows Beta 4.9.63 GL

Confirmed on my end. Stencils not working as expected in Surface or Voxel mode.

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On 9/29/2020 at 11:32 AM, digman said:

Brush size I choose a very large number. Might not need 40 but it works.

Increased opacity to 200 percent (manual typing in the amount). Might not need 200 percent but I play it safe.

Choose connective picking. 

Freezing and Un-Freezing both work.

EdIt:

I did some more testing. The most import setting is connective picking and brush radius size. Changing the freeze degree beyond 100 percent seems not to effect it as much.

Play with those settings but connective picking needs to be chosen and at least 1.0 brush radius or higher but this also would depend I believe upon the scale of your model, for brush radius size. Make the brush radius large enough to fill the inside of the model's polygons completely.  Of course you will not see the brush radius yellow cursor when using the single polygon mode. 

New Test :The Monkey ( not the one shown in the picture.)

Connective picking.

Brush radius "7.0"

Contrast: 100%

Freezing degree: 100%

Yes thanks you test.  I suppose I  may need those settings which you discribed. (set brush size large enough without visible brush alhpa, and set freeze as 100 percent can not freeze mesh as full, then need to set200 or 150 etc. 

but it seems kind of bug for me. (so I reported here) , basically when we use the option, we may expect one click to get full freeze. (I suppose) with 100 strength.

and with ctrl + 1 click need to remove the selected face freeze perfectly, with 100 strength...  if it need to set 200 or 150, I can not get what is real full freeze value.

Then  I do not know why it need to adjust brush size. (it is not expected. )  the option of brush is for color (or fill) each poligon which we selected,, 

So if brush alpha is ignored (actually we can not change brush alpha), there is almost no reason we color some part of poligon with circle (brush size)

I think the option  only use the first smooth brush alpha (actually fix the alpha then I can not choose another brush)

 so it can not color as full but may show smooth area  without developer intention . 

Then about connective picking I have supposed it only related mesh which actually separaetd. but If it related this issue , I check again. thanks.

=====

Yes as my first pic already show, it seems use the first smooth brush alpha, so it show circle border, and freeze gradiant. Then digman setting needs to fill with one click ,but it really depend each poligon size..  I suppose if we can still use brush alpha for the poligon select mode. because it actually show current brush alpha effect. (but withou reason, 3d coat seems Fix the brush to use the first one ^^; I suppose)

Edited by tokikake

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@tokikake

I agreed. Using the single polygon tool in freezing mode should fill a single polygon completely as it does when regular painting regardless of brush size. 

My method is only a workaround as you asked for help. Next time I will state it is a work around. 

Connective picking is not necessary. I gave it to be safe.

 Really only setting your brush radius large is the factor to filling a single polygon with freeze completely. Make it a very large radius and you will not have to worry about filling a single polygon completely on any part of a model.

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Request If I bring in a primitive to the sculpt space and click on models. I get the option to create a cage ( which is great ) BUT when I try to move the cage points the Gizmo appear directly over the point i want to move, this is fine if you want to move with the gizmo. However moving without is more artist friendly, its really frustrating having the gizmo pop up under your cursor everytime you're trying to simply move the cage. Could we have a Remove All Controls added to the drop down list?

gizmo_01.thumb.png.d8a849670ff2b1c51d7e38baa7118c22.png

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There is a problem, something that I believe should have its own check and warning like for when you have two surface materials with the same name :

If you do vertex painting before baking, and it so happens that you have a paint layer that has the same name as one of the sculpt objects... then 3dc will become confused at baking. because when you bake, the shader of the sculpt gets baked to a paint layer that is named after the object.


If you already have a paint layer with that name, 3dc does not create a new one, but tries to bake on that one and fails.
When you try to fix this after the fact, you may lose the painting on that layer if you are not careful.

Edited by Silas Merlin

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4.10.20 4.9.65 (stable)

- Better visualization of the currently selected element - pen, stencis, material, shader...

- Names of smart materials in materials list.

- Fixed crash - rename shaders folder.

- Cylinder primitive UI corrected.

- Fixed stencil & cutoff issue with transformed volumes.

- Fixed Freeze in polygon mode issue (dependence on radius)

- Fixed crash during the panorama loading

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Hello and thank you for all the great improvements!

The following request is one of comfort and will sound selfish, but I bet that many Zbrush users can relate and would appreciate it. I have tremendous muscle memory from the years of Zbrush use that inverts brush function with Alt. I was wondering if it would be possible to allow Alt mapping as a shortcut for "Invert Tool" at some point in the future. Currently it is not possible (Or at least that has been my understanding). It would help users that use both programs in their workflows to adjust and work faster.

Thanks again for all the hard work!

 

 

 

 

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Windows version Beta. 4.9.65 GL

Thanks for the fixes and the addition of Smart Materials names being shown now. :clapping:

Edited by digman
more info

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9 hours ago, Andrew Shpagin said:

4.10.20 4.9.65 (stable)

- Fixed Freeze in polygon mode issue (dependence on radius)

Thanks now it not use brush size, (so each poligon will be filled as Freeze and can remove with one click)

Then there seems  one problem remain,,  now the polygon selection mode ignore "Freeze  degree value" , so it can only fill with 100 or zero.

 I believe we need not use brush size, for the poligon selection mode, but   we may still hope to  use "Freeze degree" if I can... .:mellow: (as same as opacity or depth value)

with polgion selection mode.. 

===

I expect the mode will work with these 3 rule,, (though I do not know how others think,, eg if someone think  poligon selection mode need not count strength etc)

1. Freeze brush with poligon selection mode not use "brush alpha". (OK)

2. Freeze brush with poligon selection mode not depend brush size (OK)

3 Freeze brush with poligon selection mode only change the strength with "Freeze degree" value (Current NO. )

Then I may apreciate,  if 3d coat will offer way to adjust freeze strength with mouse only, (eg when we mouse  middle scroll with freeze mode, it change Freeze strength value like depth) but at least I hope to it work with "Freeze degree" value. (we adjust it with slider or input value)

Edited by tokikake
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Hi Andrew  , just getting back to you with proof about glitches appearing painting with smart material with displacement. In this case it's not UVs, it's not texture output it's not the 3DCoat view window showing artifacts that won't be visible in other programs.  Painting Displacement is fine in Zbrush, I never have this issue with it. . I exported this at layer 0, with displacement as an EXR    This spike is visible in 3DCoat and is still visible in iClone. I could provide a link to my project so it can be examined, just let me know where to send it, thanks.   

This is a critical issue, i guess it happens when something isn't matched properly and this maybe the last hurdle to overcome to help make the workflow solid. This particular model is a sphere and the spike is happening at a pole, actually maybe again it is an issue with UV seams. It can be reduced with the height adjustment tool with magnification but creates such a huge drop it can't be smoothed , smoothing brings the spikes back. Maybe another hint how what's going on is that in the external 3D program if I offset the UVs it will change the spike size but the location is always the same and they are black so maybe the padding is getting displacement when it shouldn't?

image.png

image.png

Edited by Ascensi
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9 hours ago, Andrew Shpagin said:

The main problem is a clear way to reproduce. If you will provide it, I will fix it, otherwise seeking may take so long time...

Thanks Andrew I messaged Carlosan and shared a model with instructions how to reproduce and the theory about displacement is being painted on Black marked padding, invertering the displacement etc. Hopefully it it can finally be resolved :)

 

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does anyone have a clue what causes this issue? It's been happening for a while, and it makes 3dcoat precarious to use. During the course of retopo usually but not always, the ui will start doing this, where it seems to completely fall apart, and while you might think a restart would do it, if you save then this will get baked into your save, so whenever you open it, it's doing the same thing, meaning that the project is done. This is also the case if the system happens to autosave. I have seen it pop up over and over again so I decided to bring it up here in case someone here has seen it before.

 

image.thumb.png.897d580ebb3cf69d186daedddcb9e6b5.png 

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