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3DCoat 4.9 BETA testing thread


Andrew Shpagin
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1 hour ago, Werner_Z said:

Great work guys.

I am missing the dropdown options in the pose tool. Did I miss something or is this a bug?
 

3dc_pose.gif

You might have to delete the OPTIONS.XML file (from MY DOCUMENTS/3DCOAT 4.9 folder) and restart. It might have gotten corrupted, somehow, because the list menu works properly on my end (Windows)

 

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56 minutes ago, AbnRanger said:

You might have to delete the OPTIONS.XML file (from MY DOCUMENTS/3DCOAT 4.9 folder) and restart. It might have gotten corrupted, somehow, because the list menu works properly on my end (Windows)

 

That worked. Thanks AbnRanger.

There are other areas that is still broken. like missing  curves in Voxel mode. They are available only in Surface mode at the moment.3DC_curves.thumb.jpg.df0c2945af634487c03222f3995ac573.jpg

3DC_curves_05.jpg

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Adding to the displacement artifacts from UV creation, here is the typical glitches I've been seen and was confirmed by Carlosan. This has been going on for over a year! i don't know how people are able to sell what they create, I haven't been able to finish any work because of this and although i love 3DCoat in concept and design I keep wondering if I should move on to a different paint program to do this task.

 image.thumb.png.4f28a547db9c68d2b65fcc558898813a.png

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4 hours ago, Ascensi said:

Adding to the displacement artifacts from UV creation, here is the typical glitches I've been seen and was confirmed by Carlosan. This has been going on for over a year! i don't know how people are able to sell what they create, I haven't been able to finish any work because of this and although i love 3DCoat in concept and design I keep wondering if I should move on to a different paint program to do this task.

 image.thumb.png.4f28a547db9c68d2b65fcc558898813a.png

This image shows what they look like  after ambient occlusion is generated.. this is using the default light count.

image.thumb.png.ac97ecd1d0b2b49a0f3c1467753ea1e9.png

 

Usually increasing the light count or using anti-aliasing option reduces the artifacts on the AO side but displacement glitches show as spikes like the image below

 

image.thumb.png.9aa577494f0c18ef1e3bffd139334173.png

Edited by Ascensi
update
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Hey guys, can someone tell how to set alpha channel in render room, to render object without background? Also, is there option to set custom render image size? I don't see this option in 4.9.06A.

Edited by Mihu83
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1 hour ago, Mihu83 said:

Hey guys, can someone tell how to set alpha channel in render room, to render object without background? Also, is there option to set custom render image size? I don't see this option in 4.9.06A.

image.png

All settings that do not require instant feedback display of changes in the preview window are transferred to a separate window which is called up by the "Settings" button.  

Most of the settings are now initially hidden, they are displayed only when other options are turned on, in the kit with which they may have some value

image.png

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1 hour ago, lesaint said:

I was hoping the light bakijng tool might have been updated to bake reflections, but no :'(

However, I noticed this small display bug :

unknown.png.19b4eba987a8b6a98dec0b5dc47d3530.png

 Reflections cannot be baked correctly, because their position changes depending on the angle at which you look at the model. Perhaps in the next version we will do some imitation of baked reflections.

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13 hours ago, Ascensi said:

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!!

 

 

 

 

 

 Thanks, I will test it.

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43 minutes ago, carrots said:

 Reflections cannot be baked correctly, because their position changes depending on the angle at which you look at the model. Perhaps in the next version we will do some imitation of baked reflections.

Hello Carrots,
Thank you for your reply.

"some imitation" would be good enough. At present I use SP for it (google Substance painter light baking). it is the only thing I use SP for. Then I take the baked light map back into 3dc and paint over it when needed.
Apart from using it for cases when there is no PBR, it is also a good starting point for hand painting, and I think there is a lot of that being done.

 

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2 hours ago, carrots said:

 

All settings that do not require instant feedback display of changes in the preview window are transferred to a separate window which is called up by the "Settings" button.  

Most of the settings are now initially hidden, they are displayed only when other options are turned on, in the kit with which they may have some value

 

Thanks for clarification.

Two more things:

- is there any way to set custom size of render image, like in previous builds? It was entire screen or custom size if I remember correctly.

- render passes - is there something like clown pass or maybe I still need to make this in paint room, manually?

Edited by Mihu83
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2 hours ago, carrots said:

 

 Thanks, I will test it.

I've updated my original post with additional images that show spikes along the seams using displacement whereas other areas are painted fine with displacement.. and without painting displacement it's visually obvious with an AO layer especially if you set that AO layer to Emissive with the scene lighting and background dark.

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17 minutes ago, Mihu83 said:

Thanks for clarification.

Two more things:

- is there any way to set custom size of render image, like in previous builds? It was entire screen or custom size if I remember correctly.

- render passes - is there something like clown pass or maybe I still need to make this in paint room, manually?

Thank!

- There is no Clown pass yet, but the idea of adding it is a good one.

- Yes, you're right, I will return custom size in the next build.

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