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Andrew Shpagin

3DCoat 4.9 Open Beta testing thread

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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.

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@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.

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Could you help me please ? I cant understand how this lights interact on every workspace. Thx

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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.

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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

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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.

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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:

image.thumb.png.e686ad562b4f11d6a591b19758209a25.png

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.

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@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  :/

 

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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.

BuildBrushBug-2A.jpg

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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 by lesaint
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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

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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 by lesaint

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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 by lesaint

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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).

 

2.thumb.jpg.fe0a9e63a24c91bd1b70aff94238f338.jpg

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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.
 

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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.

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8 hours ago, Carlosan said:

@carrots 

Depth pass issue:

 

Depth pass is calculated according to the fog settings.
Now I understand that this is not clear, it is probably better to make it just normalized

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Argh!! Why is rectangle stroke mode removed from Voxel Airbrush tool ? I used that a lot with a stencil :(

rectangle stroke mode removed from most tools ??? is it coming back ?

Edited by lesaint

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there are glitches in the display of the "customize navigation" panel.
the content vanishes completely if you drag it partly outside the viewport.


Also, more annoying, if you click on anything, the panel scrolls back to top.

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14 hours ago, lesaint said:

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.
 

Since they are triangles, you can multiply the number by 3. 10mill polys = 30mill vertices.

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13 hours ago, lesaint said:

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.
 

That's probably by design, I think. Makes sense to me that you would need to hide the low poly so you can see and paint on the high poly sculpt object.

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@carrots I'll try to  send a screen shot later, but I'm getting alot of banding on the depth pass. I've raised the samples etc but I can't get a smooth result. Like I say - I'll post an image, just wondered if this was a known issue.

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15 hours ago, philnolan3d said:

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.

Something to add to this. The new icon for toggling orthographic on/off, I find it difficult to tell which is which. With the old icon I could look at it and easily see what mode I was in.

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Whilst on the subject of icons, its my pet peeve that whenever you enter some text you get this ugly old school windows text entry pop up. Really ruins the design of the interface imho

795923076_Annotation2019-10-25101232.png.36cd185a6921d0d67301b1a7df58bd67.png

 

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25 minutes ago, pr1970 said:

Whilst on the subject of icons, its my pet peeve that whenever you enter some text you get this ugly old school windows text entry pop up. Really ruins the design of the interface imho

795923076_Annotation2019-10-25101232.png.36cd185a6921d0d67301b1a7df58bd67.png

 

I've never been bothered by it, and I use a bunch of different software. Never even thought anything of it, one way or the other, until you mentioned it. There are much bigger fish to fry, IMO, than text pop-up appearances. :D

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31 minutes ago, AbnRanger said:

I've never been bothered by it, and I use a bunch of different software. Never even thought anything of it, one way or the other, until you mentioned it. There are much bigger fish to fry, IMO, than text pop-up appearances. :D

 i work with designers who have commented it whilst i`ve been showing them something, so now it bugs me as well  . it does look a bit unpolished when that pops up. But yes there are bigger fish to fry. Like a  search feature for materials,objects,etc ;-)

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