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Andrew Shpagin

3DCoat 4.9 testing thread

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28.11.2019 4.9.12[stable]

- Curvature calculation routine got much better flexibility, the possibility to mix short-range, smoothed and long-range curvatures arbitrary.

- Fixed dirty problem of dot appearing before stroke (sometimes).

- Correct cavity baking for stacked islands in the UV map.

- Panoramas list improved, items present as tiles, dockable.

- Mono, 32 bit, Grey-based as an option for the Export constructor

- Fixed blocking problem of curve/texture editor in smart materials editor.

- Edit/remove scripts history items.

- Fixed incorrect behavior of "Brush along stroke" when curve consists of linear chunks.

- Scripts creation/execution fixed.

- Drag&drop models/items for pens/strips/models/splines restored

- LockCamera works in render room as well

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On 11/27/2019 at 4:58 AM, Andrew Shpagin said:

Developing render does not take even an hour of my time. It is a separate developer (Vladimir - Carrots) that is like me in terms of speed and productivity. He does many things now, including nodal editor and GPU texturing speedup.

 

3 hours ago, Andrew Shpagin said:

28.11.2019 4.9.12[stable]


@Andrew Shpagin , by your post the 3D-Coat is stable.
First of all, I want to congratulate you and your developer team for everything.

I know you just posted this new stable release, but you could kindly inform all artists that they are completely anxious about the great features and tools that will be released in the program.

What can we artists know (if you can talk) about what is really coming in the next versions going forward?

What could I come up with in the Sculpt Room, Paint Room, Render Room, Retopo Room?

Will the geometry be more unified (can the artist edit polygons, sculpt and so on the same mesh) and so can have UVs in that geometry?

We can paint Displacement Maps (similar to Foundry Mari) and then we can use and non-destructively apply this displacement map to a geometry by physically modifying it in Sculpt Room?

What will be the main functions of the new Brushes and Alphas system? Can we have functions as important and essential as there are in other programs so that the artist can carve and detail the characters, objects and scenarios with much more quality?

What can we expect from Sculpt Layers?

Will we have the implementation of OpenCl?

What will we have in the Paint Room?

Will we have the interface, menus and palettes that can be completely customized by the artist and thus optimize the interface according to the artist's work?

Will we have something similar to Modifiers that allows the artist to work non-destructively and in real time?

Sure, there are a lot of other things, but what can we have in future releases?

Thank you

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12 hours ago, Andrew Shpagin said:

28.11.2019 4.9.12[stable]

- Fixed .HDR panorama import problem, it was importing as greyscale.

Still unsolved, please check importing this hdr. Thx

SmallSpheronSampleNapaValley(C).zip

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@Andrew Shpagin

Feedback on export constructor 32 Bit EXR Grey-based, not normalized VS non export constructor 32 Bit EXR Grey-based, not normalized

  • both are monochrome red (awesome)
  • but! the 32 Bit EXR Grey-based from export constructor produces spikes (its vivid or stronger contrast) but the non export constructor 32 Bit EXR Grey-based works perfectly!

At the moment I'm using 3DCoat DX version and was trying to understand why my files were coming out spiky again after you suggested that i should be using the export constructor.

So initially when you created the fix it worked but I wasn't using export constructor. When I was using export constructor 4k EXR worked fine but not for 16k and with 16K in general  I had to reduce the multiplier from 1.0 to .5 to get it to scale properly  Export constructor has other color information and you can see it if you increase the levels in photoshop but if you increase the levels on the file without export constructor you will see the whole image get dull and bright.

 

389803648_ExportConstructor-issue.thumb.jpg.5f61e3d70c388458081079076772b751.jpg

 

I noticed that the  Texture baker doesn't have the "Auto Smooth Groups angle" option, is this automatically applied when baked?  I have projects that were not set with the smoothing angle that they need.. are they irreparable???? I wanted to bake them to a new/better mesh and use displacement but many of the projects didn't have smooth groups enabled.

When you have the time would you mind adding an option to rotate the HDR enviroments Vertically?  I'd like to be able to work on painting underneath the model.. I tried flipping a map in the past in Photoshop but it didn't work for me. 

 

Also if you're looking for some breakthrough ideas to outshine competitors, may I suggest the option of having "procedural animation  materials type" that can be baked but allow use to paint these animated procedurals while also seeing them animated but have the option for play/stop. There are some very fast Video codecs that the game engines have integrated like (HEVC) I don't know if that is ideal/plausible but it's a concept.

Edited by Ascensi
update

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Think I found a new bug with UV sets in paint room. If I have a custom texture UV size that is not a square (like 3072x2048) and I try to paint anything in the 2D view with the brush I cannot paint anything. Also if I use like stamp drag mode and rotate the brush by 90 degrees it only rotates by 45 and is very skewed in 2D too. Once I set the custom UV set to one of the standard options (1024, 2048, etc) everything is paintable and works again. Everything is ok in 3D View though with a custom texture size.

NOTE: Importing textures to a custom texture size works fine, seems to just be the 2D view very broken. Hope this can be fixed.

Edited by Mystical

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6 hours ago, Ascensi said:

@Andrew Shpagin

Feedback on export constructor 32 Bit EXR Grey-based, not normalized VS non export constructor 32 Bit EXR Grey-based, not normalized

  • both are monochrome red (awesome)
  • but! the 32 Bit EXR Grey-based from export constructor produces spikes (its vivid or stronger contrast) but the non export constructor 32 Bit EXR Grey-based works perfectly!

At the moment I'm using 3DCoat DX version and was trying to understand why my files were coming out spiky again after you suggested that i should be using the export constructor.

So initially when you created the fix it worked but I wasn't using export constructor. When I was using export constructor 4k EXR worked fine but not for 16k and with 16K in general  I had to reduce the multiplier from 1.0 to .5 to get it to scale properly  Export constructor has other color information and you can see it if you increase the levels in photoshop but if you increase the levels on the file without export constructor you will see the whole image get dull and bright.

 

389803648_ExportConstructor-issue.thumb.jpg.5f61e3d70c388458081079076772b751.jpg

 

I noticed that the  Texture baker doesn't have the "Auto Smooth Groups angle" option, is this automatically applied when baked?  I have projects that were not set with the smoothing angle that they need.. are they irreparable???? I wanted to bake them to a new/better mesh and use displacement but many of the projects didn't have smooth groups enabled.

When you have the time would you mind adding an option to rotate the HDR enviroments Vertically?  I'd like to be able to work on painting underneath the model.. I tried flipping a map in the past in Photoshop but it didn't work for me. 

 

Also if you're looking for some breakthrough ideas to outshine competitors, may I suggest the option of having "procedural animation  materials type" that can be baked but allow use to paint these animated procedurals while also seeing them animated but have the option for play/stop. There are some very fast Video codecs that the game engines have integrated like (HEVC) I don't know if that is ideal/plausible but it's a concept.

Please ensure that Gamma in export constructor is 1.0. 

If gamma is 1.0 then bot export files are identical.

Regarding normalmap - please try several different normalmap export presets in Preferences, which of them is compatible.

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On 11/22/2019 at 6:53 PM, druh0o said:


4.9.11 has the same bug.

4.9.12 - FIXED! Awesome! Thanks! :good:

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There's a problem with the latest releases: when using "0_oldschool_Paint" it doesn't use the color channel, the spec and depth channels appear to work, but the color no longer functions. when you use a different PBR material, you can see the color that SHOULD have been applied on the edges though. This happened in 4.9.11 as well, btw.

 

IDK if it matters but my specs are:

 

Ryzen 7 2700x

32g ram

gtx 1070

 

image.png.a9b97cdbd32f6d30091a2d157d03ff35.png

Edited by Hdharris
clarification

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9 hours ago, Andrew Shpagin said:

Please ensure that Gamma in export constructor is 1.0. 

If gamma is 1.0 then bot export files are identical.

Regarding normalmap - please try several different normalmap export presets in Preferences, which of them is compatible.

Gamma is already set to 1 R,G,B, unless there is another area besides preferences to set this.    I don't know if it matters but this output is in DX Version , I don't know if export constructor is completely matched in GL version. 

The maps generated are also not the same, if you look at the first red image above, your right side of it has vertical lines that are light but the export constructor texture does not, the export constructor version would have created those vertical lines with stronger definition as it seems everything  else in the texture is the same but darker. If you try to fix something there please don't change the non-export constructor output lol that's the one that is working!  Maybe export constructor Grey based is set to normalized and that is making it look darker?

 

The normal map issue is this:  an entire collection of textures/smart materials works fine and mixing another smart material set looked fine in 3DCoat but when exported it doesn't look right from the other company's smart material as I've shown in my examples.  I disabled the normal map in the  animation  program, although it became flat color the glitch was gone. It seems that something is being added to the normal map to cause lighting mismatch. The only difference between the different company's smart materials is that one collection isn't using the "curvature mask - more on convex with contrast -.300"  and the other collection is.  

Edited by Ascensi
more info

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4.9.12  Absolute & Gum tools are acting weird under vertex line & vertex curves modes.  Tools are still activated after stroke is done.

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15 hours ago, Ascensi said:

Gamma is already set to 1 R,G,B, unless there is another area besides preferences to set this.    I don't know if it matters but this output is in DX Version , I don't know if export constructor is completely matched in GL version. 

The maps generated are also not the same, if you look at the first red image above, your right side of it has vertical lines that are light but the export constructor texture does not, the export constructor version would have created those vertical lines with stronger definition as it seems everything  else in the texture is the same but darker. If you try to fix something there please don't change the non-export constructor output lol that's the one that is working!  Maybe export constructor Grey based is set to normalized and that is making it look darker?

 

The normal map issue is this:  an entire collection of textures/smart materials works fine and mixing another smart material set looked fine in 3DCoat but when exported it doesn't look right from the other company's smart material as I've shown in my examples.  I disabled the normal map in the  animation  program, although it became flat color the glitch was gone. It seems that something is being added to the normal map to cause lighting mismatch. The only difference between the different company's smart materials is that one collection isn't using the "curvature mask - more on convex with contrast -.300"  and the other collection is.  

Please send me the export preset you made. Possibly I will find the reason of strange things. Use File->Create extension.

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Hi there !

What do you meant with :

Quote

- Correct cavity baking for stacked islands in the UV map.

 

I think jit's only about baking cavity from a highpoly to a lowpoly, but I was wondering about a fix for curvature/AO bakes on stacked UV islands (highly visible on tile plane). It would be magical being able to use only 3DCoat for a whole tiling texture process instead of having to send your normalmap outside, generate a clean curvature/AO, and import it back to 3DCoat. It's a bit frustrating since you bakings are damn fast and beautiful compared to other softwares, and since you don't do just AO/curvature bakes, that would be so good to benefit of the full power of 3DCoat from start to the end of a texture =)

That said, there's a lot of workaround and I understand how priorities works for a dev team, I also want to tell you guys that your software is still deep in my heart, thanks a lot for making 3DCoat

Edited by Vexod14
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On 11/29/2019 at 5:27 PM, animk said:

4.9.12  Absolute & Gum tools are acting weird under vertex line & vertex curves modes.  Tools are still activated after stroke is done.

Edit: it's not the tools,  it's vertex line & vertex curves modes acting weird with almost any tools .  

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Bake PPP w/displacement build this geometry. Its ok ?

 

pppwdisplac.jpg

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Voxel mode

Brush engine create this jitter stroke using any tool.

 

voxel.jpg

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1 hour ago, Carlosan said:

Bake PPP w/displacement build this geometry. Its ok ?

 

pppwdisplac.jpg

3dc is showing you the "tesselation" ?
It does not show here, same bake ppp with displacement
image.thumb.png.2a35592eb9e52fe51449faf7b9b45ef4.png

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On 11/18/2019 at 6:09 AM, insignet said:

test_d_Depth.jpg

If Im saving out fog mask or a depth pass etc.... the output has banding on it from dark to light. I've tried to raise the samples etc but I can't get rid of them.

 

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2.11.2019 4.9.12 BF4 (stable)

- Fixed problem when smart material/fill thumbnail was patrial for sculpting objects.

- fixed crash in primitives if items selected from models list.

- Support of multiple lines of folders in the items list. The maximal amount may be changed in Edit->Preferences->Theme->Max. amount of lines in the folders list.

- Retopo via decimation restored, RMB over selected performs over selected, RMB over not selected decimates just one object.

- fixed strange floating elements in gizmo

- Possibility to drag&drop VoxTree objects, retopo objects to the Pens palette.

- Color HDR-s import finally fixed

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I'm still on 4.912 so maybe those have been fixed.

There are new problems with the retopo room.

In the retopo objects panel you often can't select a different object. You have to change rooms and come back to the retopo room to get it unstuck.

It was already very annoying that when you use the select tool to select faces, none of the useful tools of what you can do with the selection are visible. You have to select the edge loops tool to get tools to appear under selected.
Now, however, it's getting worse : Invert selection doesn't work anymore. It just deselects everything !

Edited by lesaint
typo

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14 hours ago, lesaint said:

Invert selection doesn't work anymore. It just deselects everything ! 

For me - it works ok ( 4.9.12 BF4 )

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4.9.12BF3 was not stable at all for me. sent 2 bug reports (forgot to enter my email for one).

Uninstalled and reinstalled v05 and same bugs werent really there.

So I uninstalled v05, deleted all other files except the licence.

Installed BF4 and will test that now.

Will post again if I encounter the same problems again.

Final Edit :) - CTRLZ is not working normally for the voxel mode carve tool. when drawn away into empty space ctrlz deletes the base mesh (instead of the last drawn) or leaves stray voxels which can later be deleted manually by smoothing etc later.

back to v05.

Cheers 

Edited by Koray
same bug

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As i know was solve on latest version... isnt it ?

28.11.2019 4.9.12[stable]

- Drag&drop models/items for pens/strips/models/splines restored

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