Advanced Member tcwik Posted July 24, 2020 Advanced Member Share Posted July 24, 2020 [49.55 ]Axial tool don't work in voxel mode //fixed Link to comment Share on other sites More sharing options...
Contributor Ascensi Posted July 28, 2020 Contributor Share Posted July 28, 2020 (edited) @Andrew Shpagin I'm bringing Zbrush into this topic. In PPP mode, setting up for painting with displacement with smart material, I set smoothing angle to 90 with smoothing full on... but when I paint displacement on character on areas like butt crack or, ear connecting to the head, groin area or between the fingers (all tight spaces) the seams tear. I've imported character with the legs and fingers spread and this is less to none tearring in those areas. However, if I create/paint displacement in zbrush the character does not get tearring ... is this a bug with 3DCoat or am I using the wrong smoothing angle? Thanks for any help you can offer. Character Errors.zip Edited July 28, 2020 by Ascensi update Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted July 29, 2020 Author Share Posted July 29, 2020 18 hours ago, Ascensi said: @Andrew Shpagin I'm bringing Zbrush into this topic. In PPP mode, setting up for painting with displacement with smart material, I set smoothing angle to 90 with smoothing full on... but when I paint displacement on character on areas like butt crack or, ear connecting to the head, groin area or between the fingers (all tight spaces) the seams tear. I've imported character with the legs and fingers spread and this is less to none tearring in those areas. However, if I create/paint displacement in zbrush the character does not get tearring ... is this a bug with 3DCoat or am I using the wrong smoothing angle? Thanks for any help you can offer. Character Errors.zip If you paint in PPP mode then displacement is just preview. It may break on seams. But final result is texture, not geometry. So exported texture will be correct. 1 Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted July 29, 2020 Reputable Contributor Share Posted July 29, 2020 (edited) If "ignore back faces" is technically impossible to implement for the projector, (is it?), then how about using a paint layer as a sort of clip mask for it ? (as in, ignore painted pixels) EDIT : SCRATCH that, stupid me, that would not work on voxels..... err, how about "ignore back faces", is it feasible ? I mean , imagine a projector, its light is blocked by objects, it doesn't go through and illuminate the other sides, or anything hidden behind it. I understand this is not an actual projector, so, I have no idea what is possible, especially in realtime. And I am amazed how well the projector currently works in realtime. No FPS drop at all. Edited July 29, 2020 by Silas Merlin Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted July 29, 2020 Author Share Posted July 29, 2020 29.07.20 4.9.56 - Seems 3D-Connexion support was causing lags when wireless mouse used. So 3D-Connexion support was completely rewritten from scratch. So it mey differ in feeling, but FPG is bigger now. - Fixed "grey pattern" problem during caching. - Axial tool works correctly in voxels, instance off. - Cut&Clone supports symmetry and soft booleans. - Important symmetry addition - "Translation symmetry". It is enabled obly is beta tools enabled. It allows to paint/create periodical structures in space. - Downgrading voxel mesh return to voxel mode if you edit the proxy 2 1 Link to comment Share on other sites More sharing options...
Advanced Member stusutcliffe Posted July 29, 2020 Advanced Member Share Posted July 29, 2020 What does 'FPG is bigger' mean? I personally never had a problem with wireless mouse and 3dconnexion. What would a difference in feeling be I wonder. Maybe have a go tomorrow. Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted July 29, 2020 Reputable Contributor Share Posted July 29, 2020 the difference is feeling means... a lot of tweaking until it feels right again, I think. (I'm not there yet). It would have been nice to add true freecam mode, it would have helped ease the pain. I don't know about you all, but the setting I use is "rotate around current pick point". It is the one that gives me the most control over the 3d mouse. However, it means you have to always be aware of the position of your mouse cursor on the mesh. And despite having your attention on it all the time, it happens that your mouse goes over a distant mesh, which throws your navigation completely off course and you end up miles away when that happens. if we had the option to "rotate around camera position", this would not happen, you'd have full control. A nice little something that could be added would be inertia, I think it is called "feathering" sometimes. ------ That said, I have a BIG problem with this new version : Whatever buttons I assign in the 3dx properties for 3d-Coat, I get the radial menus instead ! How do I fix that ? Please ? ---- Other issue is that in Preferences "disable roll" seems to have no effect whatsoever. Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted July 29, 2020 Reputable Contributor Share Posted July 29, 2020 Updated my 3dx driver... and now it's worse : buttons still bring up radial menus, and now I can't rotate at all, I can only move forward/back right/left up/down. I can't rotate or roll. 3dx properties settings have no effect. Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted July 29, 2020 Reputable Contributor Share Posted July 29, 2020 I had to revert to 4_9-55 :((( Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted July 30, 2020 Author Share Posted July 30, 2020 Ok, restored old method, please re-download 4.9.56. 1 Link to comment Share on other sites More sharing options...
Member geoath Posted July 30, 2020 Member Share Posted July 30, 2020 My respect to Mr Shpagin and the support team for fixing the downgrading behaviour in voxel mode ( tested 4.9.56 /GL). Now when you restore the downgraded volume (after editing the proxy) it switches automatically again to voxels with little triangle count added to the initial volume. Thanks! p.s: this fix could also added among the others to the version history list info in the first page of this topic 2 1 Link to comment Share on other sites More sharing options...
Advanced Member stusutcliffe Posted July 30, 2020 Advanced Member Share Posted July 30, 2020 Thanks for testing Mr Merlin. Id literally forgotten about it since yesterday, so did not have a go, I think I would have got real cross.Sounds like you had a nightmare. Did anyone test their 3dconnextion who had had trouble with it before ,with the update. Link to comment Share on other sites More sharing options...
Advanced Member micro26 Posted July 31, 2020 Advanced Member Share Posted July 31, 2020 On 7/30/2020 at 9:47 AM, geoath said: My respect to Mr Shpagin and the support team for fixing the downgrading behaviour in voxel mode ( tested 4.9.56 /GL). Now when you restore the downgraded volume (after editing the proxy) it switches automatically again to voxels with little triangle count added to the initial volume. Thanks! p.s: this fix could also added among the others to the version history list info in the first page of this topic geoath is right Super cool updates! Link to comment Share on other sites More sharing options...
Carlosan Posted July 31, 2020 Share Posted July 31, 2020 Symmetry translation example by Silas Merlin Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted July 31, 2020 Reputable Contributor Share Posted July 31, 2020 (edited) This is the more interesting use imho leave it a 100 if you are at default scene scale, I use scale 100 hence why I need to set step to 1 The tiles from splash screen are good when you use only colour. They cause artifacts as soon as you try to sculpt. the translation symmetry method above is perfect for sculpting to export depth. No artifacts. Edited July 31, 2020 by Silas Merlin 1 Link to comment Share on other sites More sharing options...
Carlosan Posted August 1, 2020 Share Posted August 1, 2020 The off-topic Interface sub-discussion has been moved to a separate topic. Feel free to continue the discussion there, thanks. Interface discussion This thread is for new releases and bug report. Link to comment Share on other sites More sharing options...
Advanced Member tcwik Posted August 1, 2020 Advanced Member Share Posted August 1, 2020 Why I can't add a shortcut to the Clay tool? is automatically added to the Vox Clay. Link to comment Share on other sites More sharing options...
Advanced Member popwfx Posted August 2, 2020 Advanced Member Share Posted August 2, 2020 BUG/Error? in 4.9.56 that I haven't seen before: I am in Paint Room - Multilayered object with many layers Select Eraser tool Select only to erase normals Select normals layer and unlock it Turn on Symmetry X Enabled Choose the 3rd default fine gradient circle brush Erase some normal displacement on half the face Watch the cursor on the other side of the face move in symmetry BUT NO ERASING on the other half of the face - despite fully symmetric face Why doesn't normal erasing work for symmetry? Link to comment Share on other sites More sharing options...
SERGYI Posted August 4, 2020 Share Posted August 4, 2020 On 7/20/2020 at 3:58 AM, celer said: Can't add new volume to Root volume in Sculpt Tree sometimes Thanks for your detailed explanation! The problem is present on my Mac too but only in "Release" build of "3DCoat". For some reason buttons [+] works correctly in "Debug" build of "3DCoat". It will take some time to investigate the reason because the debugger is absent in "Release" configuration. Link to comment Share on other sites More sharing options...
Contributor Ascensi Posted August 5, 2020 Contributor Share Posted August 5, 2020 Is anyone else having issues with trying to create an AO layer and export them? I'm exporting with a character that has multiple UVs and started fresh(no other textures imported) It exports only a couple UV/mats but with even/soft distribution of the base character but not of the height map painted areas except for the head but is smooth AO not the rough dynamic height I painted. This is for 8K resolution. I've exported just fine in the past, selected layer 0 and exported everything but this time the areas I painted are pure white. Creating ao with different gama setting doesn't seem to create any difference. Problems from V 4.9.53+ Link to comment Share on other sites More sharing options...
Contributor Ascensi Posted August 5, 2020 Contributor Share Posted August 5, 2020 I forgot to mention that I'd have more than one Height layer to have more control so maybe AO is getting confused where to get the depth from to produce the AO? Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 11, 2020 Author Share Posted August 11, 2020 On 8/2/2020 at 9:55 AM, popwfx said: BUG/Error? in 4.9.56 that I haven't seen before: I am in Paint Room - Multilayered object with many layers Select Eraser tool Select only to erase normals Select normals layer and unlock it Turn on Symmetry X Enabled Choose the 3rd default fine gradient circle brush Erase some normal displacement on half the face Watch the cursor on the other side of the face move in symmetry BUT NO ERASING on the other half of the face - despite fully symmetric face Why doesn't normal erasing work for symmetry? Scene will help greatly. On simple samples all works as expected. Link to comment Share on other sites More sharing options...
Member Hdharris Posted August 13, 2020 Member Share Posted August 13, 2020 Question: While drawing, the ui goes blurry, but when I lift the stylus, the ui returns to normal, clear status. Is this a known issue? I'm using a rtx 3080, ryzen 3900x, and 3dcoat openGL Link to comment Share on other sites More sharing options...
Advanced Member popwfx Posted August 13, 2020 Advanced Member Share Posted August 13, 2020 On 8/11/2020 at 7:44 AM, Andrew Shpagin said: Scene will help greatly. On simple samples all works as expected. I'll see if I can send link to a private scene file for you to test or strip it down and post a basic scene. This object has a lot of layers and blendshapes etc Link to comment Share on other sites More sharing options...
Advanced Member jene Posted August 16, 2020 Advanced Member Share Posted August 16, 2020 (edited) for a long time, my friend and I have said. "I want to draw it the out of UV on 2D editor." "the out of UV of an imported image is removed . it is not happy." is this function implemented in the future? Many improvement points of new version are great. thank you Mr andrew and developers. Edited August 16, 2020 by jene Link to comment Share on other sites More sharing options...
Member Hdharris Posted August 17, 2020 Member Share Posted August 17, 2020 On 8/12/2020 at 11:12 PM, Hdharris said: Question: While drawing, the ui goes blurry, but when I lift the stylus, the ui returns to normal, clear status. Is this a known issue? I'm using a rtx 3080, ryzen 3900x, and 3dcoat openGL Am I really the only one with this problem? Link to comment Share on other sites More sharing options...
Carlosan Posted August 17, 2020 Share Posted August 17, 2020 Never saw this before. Using DX version do you have the same problem ? Link to comment Share on other sites More sharing options...
Member Hdharris Posted August 17, 2020 Member Share Posted August 17, 2020 8 hours ago, Carlosan said: Never saw this before. Using DX version do you have the same problem ? No, I just tested it and the DX version is fine, so this is isolated to the GL version, at least for me 1 Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 19, 2020 Author Share Posted August 19, 2020 19.08.20 4.9.57 (stable) - Essential render update! Screen space reflections and lights! Much more realistic render. Works if Beta tools enabled and corresponding checkboxes enabled in render room. Videos: Screen space_1597734813.mp4 0-04-0a-e473ec53efaf83393500a3b671bdd010f87ab0a7e590eb1150ea962229731601_b0e203de.mp4 Screen space_1597734813.mp4 0-04-0a-e473ec53efaf83393500a3b671bdd010f87ab0a7e590eb1150ea962229731601_b0e203de.mp4 0-04-05-c5040ad6ea8ae2012b05523540097e83cc7e4ebdb753bc49d73555cf9a3806d9_9935ee06.mp4 - Stencils supported in brush engine. - Angular pinch modified to change pinch and flatten independently. Roof pinch brush introduced. - A bit slowed translation with Space mode for better control, especially in ortho mode. - Boundary green ref image gizmo part works correctly. - Opacity slider for the color of the smart material layer. It solves the old standing problem when layers with white color are becoming transparent. - Fixed problem of N-Gon primitive in voxels when the inner radius is zero. 4 Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 19, 2020 Author Share Posted August 19, 2020 On 8/18/2020 at 2:04 AM, Hdharris said: No, I just tested it and the DX version is fine, so this is isolated to the GL version, at least for me Probably antialiasing turned ON in video card settings. Turn off all quality enhancements in videocard settings. Link to comment Share on other sites More sharing options...
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