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3DCoat 4.9 BETA testing thread


Andrew Shpagin
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12 minutes ago, stusutcliffe said:

Hi, 

Most of my shaders  behave strangely in .6 plus the real time renderer is weird and indescribable..the nice render was in the .2 beta.

Graphics card is gtx1050 ti

The bottom image does look like its got a toon shader on it dosnt it, its not supposed to is there a special setting I might have activated by mistake?

Why have you posted those toon shaders ?

 

4 minutes ago, stusutcliffe said:

The renderer seems to be applying the new silhouette option to objects randomly. Even when the check box is set to zero. 

Very strange.
Unfortunately, I can not repeat your problem on my tests.
In the next version, the render will work more smoothly, slow down less.
Please send screenshots of the entire screen so that I can see what your settings are.
If it’s not difficult for you, you can send me your project so that I can render it with your settings and identify the problem

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Hey I am testing out the 4906.

Bug: In the Layer Panel at the very bottom. You can see that the Icons are there. "Quick actions  I like to call them "   Anyways the bug " Symmetry is missing.

Bug:I get a lot a real low 9 .. fps in paint mode if I am painting on the mesh direct from the Sculpt. In 4905 I did not have this problem and the mesh size was 100-milion ( ~up to 300 FPS ) Got a 1080 / i9780XE  64GBram, ssd etc.. custom made by myself :))  ( spitted and I do not lag ).

 

As I mention before in 4905 have made it the best Bug (Almost Free ) Update to 3DCoat since I have bought it. Since I am not using "Larger  Programs like Maya or Blender" I do Kind of wish 3DCoat would add maybe a few more things.
Import Pre-Textured objects in the scene for editing/ Rendering and while keeping the mesh already build in the scene.  Sometimes I would like to just color all at the same time. Then Export each Mesh separately with Textures.  Idk would be cool. Lights with Pivot points would be really cool. You can render really well inside of 3DCoat and use the Render lights to bake in lighting texture on the Painted Mesh Surface, thus making it become logical to do this with multiple Imported Meshes that can also be together processed.

 

I will give an example in the real world: If you Spray-Paint you have a area of range where the paint spray will hit its location while pointing to it, simple if you get closer you may get less Randomness and the lines become sharper.

This effect is if you are paint spraying multiple parts, and some are closer and further away. Some will get more paint others not.

 

I think it is so cool to step back and observe how great 3DCoat as a App is and how far it has become.

Really like the new Icons, but I would make them Darker.  It is hard to see them as buttons-icons to press. Make it darker and while pressed lighter.  Then you even get a cool Futuristic " Flat design, but with a Twist :) "

 

Thank you.

Edited by Speike-Styles
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28 minutes ago, carrots said:

 

Very strange.
Unfortunately, I can not repeat your problem on my tests.
In the next version, the render will work more smoothly, slow down less.
Please send screenshots of the entire screen so that I can see what your settings are.
If it’s not difficult for you, you can send me your project so that I can render it with your settings and identify the problem

I just did a quick test with some fresh models , it rendered not too badly but minus shadows ( not ticked off in  the options so should appear) 

I think I am narrowing the problem down to my own edited shaders, the default ones seem to work though Ive not been through them all.

I think I will hang on for the next beta and if the probs persist I wil sort out a scene  for investigative purposes. 

I will go back to .2 for my impending client job. If I get some free time I will  play a bit more with it. Thanks

Try this shader, seems to be the main culprit, it light grey but appear black in the render.

Dodgy Shader.3dcpack

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56 minutes ago, Speike-Styles said:

 

Bug: In the Layer Panel at the very bottom. You can see that the Icons are there. "Quick actions  I like to call them "   Anyways the bug " Symmetry is missing.

 

Symmetrical copy is there as before
image.png.c30c5316b6b49e5f522510f3629915da.png

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27 minutes ago, stusutcliffe said:

I just did a quick test with some fresh models , it rendered not too badly but minus shadows ( not ticked off in  the options so should appear) 

I think I am narrowing the problem down to my own edited shaders, the default ones seem to work though Ive not been through them all.

I think I will hang on for the next beta and if the probs persist I wil sort out a scene  for investigative purposes. 

I will go back to .2 for my impending client job. If I get some free time I will  play a bit more with it. Thanks

Try this shader, seems to be the main culprit, it light grey but appear black in the render.

Dodgy Shader.3dcpack

Thank you very much, I realized what the problem is.
I'll think about how to make the old shaders render normally too.

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Wow , amazing , you da man Carrots.:hi:

I've just been through most of my shaders + default shaders ,quite a few of them are black or really dark.

My shadows   seem to be working ok at the moment, so thats good.

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Load/Save windows dialog appears behind main screen bug in 4.9.06A windows 64bit GL .
Select full screen (alt + enter )
Load/Save a curve, object,material, etc and load or save windows dialog appears behind the 3d coat main screen.
you need to alt+tab to make it appear. 

 

@carrots

Hi

11. The light sources from the panorama now have a different density depending on the brightness, which allows you to quickly get a good result and clear, detailed shadows that convey the shape of the light source, glow from the sun, etc. (the custom panoramas need to be reimported that the light sources recalculated correctly)

Still brightness is very hard (screen capture from Paint Room). 

Render room values exposure/environment light = 100 make it impossible to work. (Sculpt shader used for this test is metal)

environment.jpg

Exposure.jpg

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3 hours ago, Carlosan said:

@carrots

Hi

11. The light sources from the panorama now have a different density depending on the brightness, which allows you to quickly get a good result and clear, detailed shadows that convey the shape of the light source, glow from the sun, etc. (the custom panoramas need to be reimported that the light sources recalculated correctly)

Still brightness is very hard (screen capture from Paint Room). 

Render room values exposure/environment light = 100 make it impossible to work. (Sculpt shader used for this test is metal)

This change does not apply to the contrast of the brightness of reflections, they are strictly balanced according to the PBR standard, GGX, pxrDisney, Marmoset, etc.
This change affects the speed of rendering and the quality of the shadows.

image.png

image.png

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the little plus sign next to a vox layer that has sub layers is missing
image.png.3fa07ac894441c34b365d48e8f758e8f.png

 

Also, in Retopo room, it was already frustrating that all the tools like invert, hide, etc are not available when you have the Select tool active.
You first had/have to make your selection with the select tool and then you need to switch to the edge loops tool in order to get the relevant tools to appear under "selected".

Now it is more difficult, because you can have a different selection mode with the select tool and the edge loop tool.
So let's say under edge loop you have "edges" as selection mode.
You go to the select tool and use "faces". you make a selection, then switch to the edge loops tool, and your selection is gone, because you were not in the same selection mode.

 

Edited by lesaint

I've had a couple of crashes related to reference images. When I first Installed 4.9.06 I tried loading some reference images and it crashed on Z and on X, then Y was worked. After that all three worked fine and everything was alright for a while last night. Then today I was working on the project and clicked Edit Reference Images and it crashed. I've reported the crashes.

@carrots Thx for your reply

This change does not apply to the contrast of the brightness of reflections, 

Which changes are you thinking to perform to solve this issue ? Any plans ?

Please look this example using Silver Metal SmartMaterial over the basic sphere on Paint Room.

Highlights on any Environment panorama maps are overexposed, reflections over every mesh make it impossible to see details.

SmartMaterialSilver.jpg

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4 minutes ago, Carlosan said:

@carrots Thx for your reply

This change does not apply to the contrast of the brightness of reflections, 

Which changes are you thinking to perform to solve this issue ? Any plans ?

Please look this example using Silver Metal SmartMaterial over the basic sphere on Paint Room.

Highlights on any Environment panorama maps are overexposed, reflections over every mesh make it impossible to see details.

 

Alternatively, you can simply use a softer panorama.
Well, there’s also a good idea as an option, we can make it so that in the render settings you can replace the selected shader settings, this will allow you to make different presets with the most suitable shaders for sculpting, texturing, final render and quickly switch between them.

Alternatively, in the future we can do additional gamma settings in the render preset.

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15 minutes ago, carrots said:

Alternatively, you can simply use a softer panorama.
Well, there’s also a good idea as an option, we can make it so that in the render settings you can replace the selected shader settings, this will allow you to make different presets with the most suitable shaders for sculpting, texturing, final render and quickly switch between them.

Alternatively, in the future we can do additional gamma settings in the render preset.

In the new render engine work, it would be great to have EMISSIVE materials/shaders to be light sources...like it is with the Renderman integration

Garden Tomb_Test_01a.jpg

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