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3DCoat 4.9 BETA testing thread


Andrew Shpagin
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Vox Tree News:  version 09!
Finally, some time ago, I made one video about this: Some kind of previsualization when you drad layers between layers in VoxTree:
Now ...... We have!
Thank you  @Andrew Shpagin

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Edited by Rygaard
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Thank you @Andrew Shpagin, Another fantastic thing about 3d-coat 06!

We can't use Proxy Mode to sculpt or fix something without destroying anything in Sculpt Layers. All details remain intact as long as the program can hold.
Great this!

But....................
The only thing I realized is that the carving I did when I was in Proxy (8x) didn't stay 100% when I left Proxy and went back to normal.
When I got back to normal, I noticed a 20% - 40% change from what I had done on Proxy, not 1: 1.


In the eye region, rather, the eye socket, in the left socket of the image, I had carved the eyelid, but in the image as you can see, it's gone!
In what looks like a nose in the image, I had carved a nose through the nostril holes, but the end result was gone too.


But it worked, all changes made to the Proxy are stored in Sculpt Layers.


image.thumb.png.932b92a287fdfaf251ec02af891cf43d.png

 

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I don't remember in the previous version of 3d-coat if it could do the same, but in version 06 I can use Brush Noise, apply and BUMMMM, Sculpt Layers accepts the texture of Noise Tool!

FANTASTIC!

I tested with Copy Brush (surface mode - Sculpt Room), but unfortunately this tool is a bit forgotten!

image.png.63aa30276b3fd41873ac4b95f00e42c5.png

Copy Brush doesn't work with Sculpt Layers yet ...
Who knows one day this tool will be redone or updated. A tool that no other program has!
Great for various types of techniques and detailing.
I think the Copy brush is a bit like Vector Displacement and still copies any detail or surface. :)

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Just use the clone tool in paint room it works fine with sculpt layers, you only have to make sure what you want to copy is actually stored on a sculpt layer. I have a video how to achieve that if you need.  (First make a smooth version of your mesh, then use the reproject tool to get the actual detail of your original mesh. what you reproject is stored on sculpt layers, thus can be cloned with the paint room clone tool).

 

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3d-coat 06= In Split Tool, the procedure does not require pressing ENTER. Split works automatically after I make the selection.

Was it supposed to have a button to confirm the operation with Split Tool?

Here below, I make the selection and automatically Split Tool separates the object automatically without having to confirm or pressed Apply button ... anything.

image.png.5f467368b2c452d7d8f2b8253c014c55.png
Is this correct in version 06? The tool works fine, but I dont need to confirm the operation.... 

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13 minutes ago, lesaint said:

Just use the clone tool in paint room it works fine with sculpt layers, you only have to make sure what you want to copy is actually stored on a sculpt layer. I have a video how to achieve that if you need.  (First make a smooth version of your mesh, then use the reproject tool to get the actual detail of your original mesh. what you reproject is stored on sculpt layers, thus can be cloned with the paint room clone tool).

 

Of course, thanks for the Clone Tool tip in Paint Room. ;)
I already knew that the clone tool works perfectly with Sculpt Layers. That's great!

But unfortunately the Copy brush in surface mode - Sculpt Room, doesn't work! 
This tool has great possibilities.

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Still talking about Vox Tree ...
image.png.e1807eb0bf65baa521cbf152be3f7d18.png
We also have preview on boolean operations. As soon as you drag a Layer from an object with the Shift key to another layer in VoxTree, we have a new indicator of the boolean operation being performed!
Fantastic! These are small things that make big differences in the end. Long time I expected this in the 3d-coat interface!

Regarding all of these indications in Sculpt Layers' Layer dragging, unfortunately, there is no such preview or graphical indication in Sculpt Layers as there is in VoxTree. I believe that in the future we will have the same things in Sculpt layers or other 3d-coat palettes.

Congratulations also for changing the icons and elements in the interface! They were beautiful!
--------------------
Now about some Palettes....
In the Preset palette, I think the space is being "misused". Usually we have a lot of brushes (presets), and honestly, I would like to have a better advantage of the many brushes being viewed at the same time with information about the brush when the mouse was over.
Usually, I have to stretch the entire Preset palette vertically to see as much of my Brushes as I can. And it's the Presets palette that I use a lot.

I know I can only see by the brush name in the Preset palette listing, but I like to have a brush preview that I will use .....
image.thumb.png.e8415c6d1d50cc6c48c7af41d0d4154c.png

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Odd issue, a bug ?

I deleted some paint layers, one called emissive, the other paint. Then I started painting on brand new ones.
so I'm painting on layer 3, then I create a new layer, it's called Layer 6. I go to layer blending and use layer 3 as a mask, no problem.
I create a new layer, called layer 7, and go to layer blending because I want to use layer 6 as a mask....
the dropdown menu shows the old layers now, emissive and paint, which no longer exists.

Saving the file, exiting, and reloading made the layers in the scrolldown menu display correctly.

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I used the Objectify (Separate objects) command by right clicking on a layer in VoxTree.
For a simple two-object operation in which a pyramid was within a sphere.
Here 3d-coat 06 crashed my entire computer and it took a long time for my computer to respond again.
That's because I had to use windows "End Process" to close 3d-coat.
I don't know if that was a case apart for me.

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Hi Andrew, having a lot of crashes baking AO in a 16k project. i have 32 GB ram, over 60 gb of HD, using an i7, RTX 2080Ti with NVidia studio drivers, nothing loaded except 3Dcoat..

PPP mode,  windows 10/64 using OpenGL Coat. One bug was emailed.. I was aiming to see if the 16k UV bug was neutralized but 3Dcoat keeps crashing -used double the default light count.. started with 16x anti-aliasing then 4x.. I was always able to do 4x AA with double light count but not anymore. When 3DCoat recovers it retains a new locked AO layer but setting this to modulate 2x stays at the same default brightness.. is that normal? Setting a high quality baked AO map set to emission helps me see if the generated UVs contain seams like it has shown me in past builds.

Thank you for your work!!

 

 

 

 

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