carrots Posted October 24, 2019 Share Posted October 24, 2019 10 minutes ago, AbnRanger said: 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 Yes, we are working on it. 1 Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163309 Share on other sites More sharing options...
Carlosan Posted October 24, 2019 Share Posted October 24, 2019 @carrots Sorry but check this noemotions_net_ParkE.hdr is the original file from inet. 05-20_Park_E.exr is the file found inside Panoramas folders. Are not identical. --------------------------------------------------------------------------------------------------- Could you help me please ? I cant understand how this lights interact on every workspace. Thx ------------------------------------------ At the top of the viewport there are buttons you can drag to adjust the lighting. - at Paint workspace - Adjust Contrast = 0-100 only works if doble click, but it is not working if we drag values using LMB. Which light parameter is contrast ? Means Decay Rate ? - Environment Texture used to illuminate the scene: on Paint Workspace (as example) user cant control the visibility/opacity of the environment textures in the background of the viewport but Without impact on the lighting of the scene. - Environment Exposure: missed. The exposure value (EV) is a number that represents a fixed scene luminance. This setting allows to offset the default luminance value. User cant control it currently. - Primary light = 0-294. What is PL , Headlight, spotlight ? and why this Intensity values ? - Questions: How user can control this: Penumbra Angle: The angle (in degrees) from the edge of the spot light's beam over which the intensity of the spot light falls off linearly to zero. Cone Angle: The angle (in degrees) from edge to edge of the spot light’s beam. Cast Shadows: on/off control is on sculpt workspace > geometry. Why not to group all light settings on one display location ? - Ambient Light: cant find any control for ambient light. - Rotation: Controls the horizontal rotation of the environment texture or PLight. - Environment Blur: Controls how sharp or blurry the environment texture will appear in the background of the viewport. This settings has no impact on the lighting. - at Render workspace - Contrast: Has impact on rendered image - Primary light: Has impact on rendered image Option: Use panorama as Environment. How impact the render ? Exposition = 0-300 (why numbers and not EVs ?) How impact the render ? Environment Light = 0-100 How impact the render ? Extra Lights: How impact the render ? - Shadows opacity: missed. Controls how much the Shadows will be visible in the scene. --------------------------------------------------------------------- To much options but how they interact? is not easy. Is very difficult to have full control. We spend to much trial and error time to understand how it work and to find good settings. 05-20_Park_E.zip noemotions_net_ParkE.zip 1 Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163311 Share on other sites More sharing options...
carrots Posted October 24, 2019 Share Posted October 24, 2019 23 minutes ago, Carlosan said: @carrots - Adjust Contrast = 0-100 only works if doble click, but it is not working if we drag values using LMB. Which light parameter is contrast ? Means Decay Rate ? - Environment Texture used to illuminate the scene: on Paint Workspace (as example) user cant control the visibility/opacity of the environment textures in the background of the viewport but Without impact on the lighting of the scene. - Environment Exposure: missed. The exposure value (EV) is a number that represents a fixed scene luminance. This setting allows to offset the default luminance value. User cant control it currently. Thank you, yes, this is a bug, I have not noticed this before. I will fix it in the next build. Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163312 Share on other sites More sharing options...
Advanced Member Mystical Posted October 24, 2019 Advanced Member Share Posted October 24, 2019 I've been having an issue in 4.9.06A, my large 3b file (10.8 GB) crashes the program. In 4.9.04 (the last version I have) loads fine with no issue. I have 64 GB of ram so it shouldn't be a memory issue on my end as 4.9.04 works. Its appears to load for awhile then I get a crash popup window which looks like the call stack included: I do hope a crash like this can be resolved, I submitted a report with the bug report pop up. This beta build pretty much blocks me from testing any large project files due to stability. Side note on the new render section, not sure if its been mentioned before but I don't see an option to choose a custom render size output. The smallest output I have renders all my screens and I cannot just choose a custom value to render one window. Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163315 Share on other sites More sharing options...
Member cartoonsong Posted October 24, 2019 Member Share Posted October 24, 2019 F2 key (UI translation window) does not work in 4.9.06 Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163316 Share on other sites More sharing options...
Carlosan Posted October 24, 2019 Share Posted October 24, 2019 @cartoonsong - Key to edit text changed - now F9, not F2 Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163318 Share on other sites More sharing options...
Carlosan Posted October 24, 2019 Share Posted October 24, 2019 @carrots Depth pass issue: 6 hours ago, Kargall said: Hi Carlosan ! The Passe no working . The pass is totally black and can not be calculated :/ 1 Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163319 Share on other sites More sharing options...
Member SilverCity Posted October 24, 2019 Member Share Posted October 24, 2019 This is a minor problem and I think I saw it mentioned before, but not sure if it was addressed or not. The voxel Build brush doesn't behave correctly as it draws out over a curved surface, unless Steady Stroke is enabled. The image is pretty self explanatory. Again, since it works as it should with Steady Stroke, it's not a big deal, but I thought I should point it out. Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163321 Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted October 24, 2019 Reputable Contributor Share Posted October 24, 2019 (edited) When you navigate in render room using traditional navigation, it temporarily disables realtime rendering, which is good. On the other hand, if you navigate with the SpaceNavigator, it remains in realtime, which means that you really can't navigate unless you disable realtime render by hand. Also there seems to be no way to "lock environement" in the render room ? not sure of the terminology, what I mean is that when you rotate the camera, the lighting rotates too, so that the shadows move depending on camera position. I find that to be very confusing, but I guess I must be missing something obvious. Edited October 24, 2019 by lesaint 1 Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163323 Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted October 24, 2019 Reputable Contributor Share Posted October 24, 2019 10 hours ago, Carlosan said: @carrots Sorry but check this Adjust Contrast = 0-100 only works if doble click, but it is not working if we drag values using LMB. Which light parameter is contrast ? Means Decay Rate ? Adjust contrast works here. However, when opening a saved scene, 3dc does not seem to always remember the double click setting : I always use high contrast, but some scenes keep opening in low contrast Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163324 Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted October 24, 2019 Reputable Contributor Share Posted October 24, 2019 (edited) 4.9.06A GL (with beta tools and sculpt layers activated in preferences) Selecting a strip with the voxel tool "Build" results in a crash. I am prompted to save the scene, but the file is not actually saved. All settings and keyboard shortcuts are lost. Edited October 24, 2019 by lesaint Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163325 Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted October 24, 2019 Reputable Contributor Share Posted October 24, 2019 (edited) In sculpt room, Along with triangle count at the bottom of the screen, it would be useful to also have vertices count, in order to get an idea of how much information you are going to be storing in your mesh when doing vertex painting. For example, if you know that you are going to use a 2048x2048 texture in the end, you want your sculpt to have at the very least 4 million vertices. Edited October 24, 2019 by lesaint Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163326 Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted October 24, 2019 Reputable Contributor Share Posted October 24, 2019 Interesting (?) visual glitch that has been going on for a while, when you press on the magnifier to change the scale of a smart material on a sculpt object (not always). Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163327 Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted October 24, 2019 Reputable Contributor Share Posted October 24, 2019 Sorry if this is too much, unwanted feedback ? 3dc 4.8.06A GL (with sculpt layers activated) doesn't let me paint on my sculpt mesh when a lowpoly is visible in the paint room. Locking the paint object (low poly) doesn't help. Only when the paint object is made invisible does 3dc allow painting on the high poly. Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163328 Share on other sites More sharing options...
philnolan3d Posted October 24, 2019 Share Posted October 24, 2019 Yeah I also noticed a lot of the new icons are not clear with what they do and there was no tool tip to explain it. 1 Link to comment https://3dcoat.com/forum/index.php?/topic/23667-3dcoat-49-beta-testing-thread/page/16/#findComment-163329 Share on other sites More sharing options...
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