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Andrew Shpagin

3DCoat 4.9 Open Beta testing thread

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10 hours ago, philnolan3d said:

This would be really nice. For a lot of my work in 3D scanning I get the object scanned with textures but I may like to have a medium res mesh exported. The problem there is that if bring it into the sculpt room I get low res textures. So I always have to make my scans really high res. 

Would be great!

Please let me be very clear when I talk about suggestions or ideas.
My suggestions or requests for tools and features are not intended to remove any features or tools that already exist within 3D-Coat.
All the things that exist within 3d-Coat I love and are important in any workflow.

The intention is only to improve features and tools that already exist according to the possibility. And implementations that would help and add to any workflow that already exists and thus would allow you to have more alternatives to further improve your work.

As I said above, there would only be more opportunities for you to use certain techniques according to your needs and what you would like to do at that particular time.

The opportunity for 3D-Coat to export different geometry resolutions is extremely useful and could never be taken from 3d-Coat.

What I said at no time would be something to replace or finish something that already exists and that works well in 3D-Coat, just alternatives that could be more efficient and important for a given task.

The artist would have the freedom to choose the best way to accomplish his goal and considerably increase his creativity and productivity process.

I as an artist, having 3D-Coat as my main program, I can't lie or hide about one thing:
I miss a lot of the various features and tools I used to use to perform different and diverse techniques in my work when I used other programs.

Unfortunately, every time, I have to break my workflow and export a geometry of millions of polygons I'm using to Blender and then return to 3D-Coat.
The biggest problem I face every time is that Blender doesn't have the same performance as 3D-Coat and that makes all the features I use in Blender take too long to come to the point of crashing my computer for cause of the density of polygons I usually use (millions).
So it becomes a very difficult and frustrating job.

Sorry, but I think that a lot of things I said about the video I posted and about geometry accepting UVs, enabling important techniques in a workflow, would be in my humble opinion as an artist things that would change the life of any artist for better. :)

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@Andrew Shpagin

I can confirm the crash I was getting in 9.0.06 with my large file crashes the same in 4.9.07 as well.

I sent you the file just recently using that pcloud site (took several hours for it to upload). The only difference between 9.06 and 9.0.7 is I upgraded my graphics card from a 980 ti to a 2070 Super so don't think its gpu related at all. As mentioned before this crash does not repro in 9.04 for me, just the newer ones. I sent in another crash report from 9.0.07 just in-case the call stack changed but I think its the same one.

 

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18 hours ago, dexsoft said:

I dont know is it fixed problem when edge loop is marked as cut for uv, then I can not mark it as hard edge loop. I need to mark every single edge, but not complete loop. So I need to unmark as uv cut, mark ad hard edge and again mark as uv cut. Very frustrating. I hope it is fixed. I like to cut my uv maps, then mark hard edges and bake maps. This way whemever I have uv cut matching hard edge, loop doesnt work and I need to select one by one all around.

Am I the only one here noticing this problem or I am doing uv and baking wrong way.

I want to share my expirience with making models in this fantastic software.

I am not doing high poly models at all. I make low poly in maya, import in retopo, make uv and then simply mark hard edges. Then I transfer into paint room without baking. Working like a charm :)

Every hard edge is there. All others are roumded very nice. Sometimes I dont use marking hard edges but instead I use smooth angle without bake. 30 angle usually makes great results bronging roumded surfaces very smooth amd sharp edges with nice shading. 

then you can paint deatils in paint room. This is way best workflow I ever found thnx to 3d coat!!!!!

 

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I just noticed, while setting up custom depth and radius curves in the Sculpting Room, that simply opening and canceling out of the Preferences window will set my curves back to default.

Version 4.9.07

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On 11/1/2019 at 6:29 PM, thinkinmonkey said:

Shortcuts seem working now.

Thank you, Andrew.

Shortcuts seem to work but you have to reset them.

Retopo objects panel keeps disappearing when reopening files.

It would be nice to have an extensive list of the bugs that were actually fixed. It seems that most of the recent problems are still there ?

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I tried to use 4.9.07 (normally I use 01).
It looks great, but I'm confused by some changes.

Transform Tool: To Center Mass, Align to View etc options.
These options are really important for me and many other users, so I'm not sure why they're gone.

Vox Hide: I no longer have an option to use Lasso Tools. 
Most people use this tool with Lasso Tools, so... this change seem to be a bit odd.

Edit: Ok, now I see that the greyed out Lasso Tools is a known bug.

Edited by Heksagon
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On 11/2/2019 at 3:45 AM, philnolan3d said:

This would be really nice. For a lot of my work in 3D scanning I get the object scanned with textures but I may like to have a medium res mesh exported. The problem there is that if bring it into the sculpt room I get low res textures. So I always have to make my scans really high res.

Speaking of 3D Scanning, 3DCoat no longer bakes UV textures onto the Surface mode mesh, when imported into the Sculpt Room. I don't know when it stopped working, but I was trying to show someone who works with 3D Scans, how that is done....but it didn't work. That REALLY, REALLY needs to get fixed ASAP because it is vital to a normal 3D Scan workflow.

 

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8 minutes ago, AbnRanger said:

Speaking of 3D Scanning, 3DCoat no longer bakes UV textures onto the Surface mode mesh, when imported into the Sculpt Room. I don't know when it stopped working, but I was trying to show someone who works with 3D Scans, how that is done....but it didn't work. That REALLY, REALLY needs to get fixed ASAP because it is vital to a normal 3D Scan workflow.

 

3dc never did that !? (bake uv textures onto the surfae mode object).

What it did and still does is import vertex colour in the sculpt room in surface mode.
(I just tested to make sure it still works. tested with .ply)

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It does import the textures into the vertex colors, I actually just did it. But you have to uncheck the Voxelize box in the Import tool options.

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25 minutes ago, philnolan3d said:

It does import the textures into the vertex colors, I actually just did it. But you have to uncheck the Voxelize box in the Import tool options.

Oh wow yes it does....
All this time I thought it didn't. Thank you.

At first my scans just wouldn't import with colour (I was trying to import vertex colour, but they did also have textures).
I guess the textures were just not properly assigned in the mesh file for 3dc to recognize.

I tried just now with textures assigned in Blender, and no vertex colour, and it did work.

However, this doesn't change anything for me, because I still have to subdivide the mesh before import, which is what takes a lot of time in Blender, if you want enough vertices to hold the information you need.

It has to be done before importing to 3dc, because as soon as you subdivide in the import tool options, 3dc doesn't convert the textures to vertex colour, from the tests I did just now.
Also, the importer smoothes the mesh when you subdivide.
 

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3 hours ago, lesaint said:

Oh wow yes it does....
All this time I thought it didn't. Thank you.

At first my scans just wouldn't import with colour (I was trying to import vertex colour, but they did also have textures).
I guess the textures were just not properly assigned in the mesh file for 3dc to recognize.

I tried just now with textures assigned in Blender, and no vertex colour, and it did work.

However, this doesn't change anything for me, because I still have to subdivide the mesh before import, which is what takes a lot of time in Blender, if you want enough vertices to hold the information you need.

It has to be done before importing to 3dc, because as soon as you subdivide in the import tool options, 3dc doesn't convert the textures to vertex colour, from the tests I did just now.
Also, the importer smoothes the mesh when you subdivide.
 

Are you baking any AO layers and working in 8-16k?  If yes do you see artifacts? I've set the AO layer to emission and lowered the background lighting/image. I've seen them appear on the seams.

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5 hours ago, philnolan3d said:

It does import the textures into the vertex colors, I actually just did it. But you have to uncheck the Voxelize box in the Import tool options.

I's not working on my end, and I made sure to uncheck Voxel. I deleted the Options.xml file and re-installed. I tried older versions and nothing worked.

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4 hours ago, AbnRanger said:

I's not working on my end, and I made sure to uncheck Voxel. I deleted the Options.xml file and re-installed. I tried older versions and nothing worked.

You may have to actually check the box, not uncheck it. I think it actually says "Do not Voxelize". I may have misremembered it.

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Something i just came across  (its in older versions aswell) drag in a .hdr file and it just comes up with this "Ca" (see below). I assume its cancel. Would be nice to just detect its a hdr and add to the environment textures automatically.

image.png.9b5ac4594ac5094596874f4c81572d25.png

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6 hours ago, philnolan3d said:

You may have to actually check the box, not uncheck it. I think it actually says "Do not Voxelize". I may have misremembered it.

After some further testing, it sometimes does work and sometimes it doesn't. Trying to pinpoint why it doesn't sometimes.

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20 hours ago, lesaint said:

Shortcuts seem to work but you have to reset them.

Oh, yeap, I did and it worked, maybe because they were previously saved but they didn't work, don't know.

I'll use 3DC more next week and I'll tell, but I hope not ;)

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Bug: The (Surface) pinch tool now causes overlapping polygons.

EDIT: Default settings, alphas, masks, etc.. Just open 3DC, select the pinch tool and off you go.

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Hello everyone

I'd just like to thank the Pilgway team for restoring the default 3D Coat navigation

Thank !

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Can anyone confirm that rendered images aren't written to the hard drive in version 4.9.0.7 OS: win10 pro. All I get is an empty folder here: "C:\Users\xxx\Documents\3D-CoatV49\RenderedImages\emptyfolder"   that I named by hand - thinking I was naming my image. Please confirm. I would actually like to render stuff in 3DCoat.

Edited by yoohasz
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8 minutes ago, yoohasz said:

Can anyone confirm that rendered images aren't written to the hard drive in version 4.9.0.7 OS: win10 pro. All I get is an empty folder here: "C:\Users\xxx\Documents\3D-CoatV49\RenderedImages\emptyfolder"   that I named by hand - thinking I was naming my image. Please confirm. I would actually like to render stuff in 3DCoat.

Thank you for message!
Yes, this error appeared in version 4.9.07 and will be fixed in the next update.
Now you can overwrite these files in the folder where you installed 3DCoat, and writing to the file will work again
https://www.google.com/url?q=https://drive.google.com/open?id%3D1WIBsLjKVFX46n1ewIVMIvbuNHIj229b1&sa=D&source=hangouts&ust=1573065649213000&usg=AFQjCNEy-D8HmFrVydTi5n5rKrXJZzpEUQ

By default, you need to copy these files to the folder:
‪C:\Program Files\3DCoat-V4.9.07

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On 10/22/2019 at 4:13 PM, carrots said:

 

 Thanks, I will test it.

UV creation is still broken in V 4.9.07     How to do a simple test: creating new ppp project select the sphere, use max subdivision, full smoothing, textures set to 16K.

Once loaded bake an AO layer with default settings. Once the layer is finished, set the AO layer's blending type to "use as emissive" in order to see the artifacts.  I've tried setting Anti-aliasing to 4x and 3DCoat crashed. I have 1 RTX 2080 Ti and two GTX 970s  with an i7 and 32 GB of ram.. GB of HD and still  3DCoat doesn't seem to be working correctly. Be sure to use automapping because your default models already have UVs likely created from older 3DCoat with same broken UV creation.  I've also manually tried creating UVs.  I don't think it's the UV creation's fault specifically but it could be the subdivision process -perhaps the UVs need to be scaled at specific subdivision levels.   The reason why I think it maybe more about subdivision is that even Zbrush UV creation and painting  with subdivision works fine as well as creating displacement maps.

 

Anyway click on the sphere and look closely, you will see black tracks. These are along the UV seam and create spike when painting with displacement and the texture used has no spikes.

image.thumb.png.9da61f65d50e3dfbd1b194d52ef46256.png

Edited by Ascensi
update -more info
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52 minutes ago, carrots said:

Thank you for message!
Yes, this error appeared in version 4.9.07 and will be fixed in the next update.
Now you can overwrite these files in the folder where you installed 3DCoat, and writing to the file will work again
https://www.google.com/url?q=https://drive.google.com/open?id%3D1WIBsLjKVFX46n1ewIVMIvbuNHIj229b1&sa=D&source=hangouts&ust=1573065649213000&usg=AFQjCNEy-D8HmFrVydTi5n5rKrXJZzpEUQ

By default, you need to copy these files to the folder:
‪C:\Program Files\3DCoat-V4.9.07

Wow! Thanks for the quick response as a token of my appreciation here is my printscreen of the awesome SSS that the 3Dcoat renderer produces, that is why it's important to have it working (for me at least).

image.thumb.png.c325e93a4e099a5c74d08686c72abea9.png

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