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6 hours ago, Barrel said:

The developers again forgot to run the program after compilation and released it right away.

Have you ever heard of the Dunning-Kruger effect?

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Please community, focus on the purpose of this thread which is to share development versions and help finding bugs.

For any other reason you are free to create other threads.

Thanks

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It's very hard for some of us to know what's a bug and what's intended behavior. For example, in virtual mirror, each edit operation switches the symmetry side. To me, it seems like a bug or an April 1st joke, but maybe it's intended behavior?

That said, the beta is quite good, in some cases even less buggy than "stable". And I understand the challenges of testing a complicated piece of software, specially one that includes so many user-interface elements.

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When transferring a Modeling asset to Sculpt space using Mesh > Make Sculpt Mesh, the link between the low-poly asset and the sculpt is retained which causes changes in Sculpt space being deleted upon re-entering the Modeling space.

Duplicating the sculpt object allows to bypass this behaviour although it feels counterintuitive and adds clutter to the SculptTree.

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4 minutes ago, kt2 said:

Duplicating the sculpt object allows to bypass this behaviour although it feels counterintuitive and adds clutter to the SculptTree.

What do you suggest to fix the problem?
You can break the connection between 2 meshes. Rename Sculpt Mesh.

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Just now, Gorbatovsky said:

What do you suggest to fix the problem?
You can break the connection between 2 meshes. Rename Sculpt Mesh.

Thanks, wasn't aware that renaming will work as well.

Ideally, I'd use a separate command in the Mesh drop-down menu to instantly produce an unlinked mesh  - similarly to the different options available in the Geometry menu within the Sculpt space.

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1 hour ago, kt2 said:

Ideally, I'd use a separate command in the Mesh drop-down menu to instantly produce an unlinked mesh 

A good idea.
Thank you.

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@Andrew Shpagin @Gorbatovsky How does the link work?  Is it a conform to sculpt mesh link?  Or are you sculpting a modified version of the retopo mesh?

I think for clarity, there should be some indication in the sculpt room, when you are working on a retopo mesh.  My suggestion would be to have a Quads/Ngon object type in the sculpt room...maybe you could call it polymesh mode or polygon mode...with the option of connecting it with a more traditional voxel or sculpt mesh object...this would be the equivalent of conform retopo object to sculpt, but control the linkage in the Voxtree instead of the checkbox in the top left.  With some kind of warning, if you're using a tool that will break the linkage, like boolean operations.

Additionally, there should be an option to work directly on quad based meshes not linked to any sculpt object in the sculpt room.  It seems like some of the functionality is there, because I can make a model object, then do a non-destructive catmull-clark subdivision, then sculpt on it, with the changes being updated on the low poly quad model.   It's unclear though, because the model 'lives' in the retopo or model space and it's not clear that there is a linkage in the sculpt room, because it appears as a regular surface object layer.  

To take it a step further, I think the tools on the left should be context sensitive depending on what kind of mesh layer you're working with...Voxel/Surface/Quad/UV'd/etc and the voxtree/layers/curves/retopo objects/etc should be combined into a proper outliner with checkbox filters to show/hide the things you want to see and work with.

Perhaps this becomes part of the roadmap for 3DCoat 2022/23 once all the bugs are addressed in 2021

Edited by gbball

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To go another step further, it would be nice if there was a space in 3D coat where you could just work on everything without switching rooms.  You can keep the rooms for more specialized workflows, but having a space where you can just do everything would be nice.  The sculpt room is the closest to that currently.  Of course, having an outliner and context sensitive toolset would be key.

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Firstly congratulations to the dev's, Version 2021 appears to be a huge improvement over 4.x.

However, is there some form of weird memory corruption going on? I don't think it can be hardware related. I have 4.9.72 and 2021 B39 and B40 installed on two separate computers (workstation i7 3930K cpu, 64Gb ram and an 11Gb Nvidia GTX 1080 Ti, and laptop i7 6700HQ, 16Gb ram and GTX 1070).

Each version of B39 and B40 are behaving differently on each computer.

Neither B39 nor B40 will bake a retopo mesh (Bake w/ Normal map per pixel) on the workstation but both versions will bake on the laptop.

Three days ago the 3D connexion spacemouse was causing instant shutdown on the workstation, this I managed to resolve by reprogramming the buttons, and it worked perfectly yesterday. Today all the 3d mouse buttons are altered - the macro name and keyboard shortcut have become swapped - ie: shortcut macro "Num 6" has become the name and the name "Right" has become the keyboard shortcut.

image.thumb.png.d60ba80c311264e36ad0eb701f2cfc82.png

 

Brush symmetry appears to work fine for all brushes, however none of the stroke based brushes are working correctly (weird offset results)

image.png.946cb716a81195aaee93e5fee4d66d61.png

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Also issue with opacity settings in paint room, with light pressure on wacom pen, initial contact for stroke still begins at 100% opacity.

 image.thumb.png.e9ab5feff41d53f538297ce9595b7db6.png

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1) a model in Modeling room using symmetry

2) Switch to Voxel room ->  "add Object" ->  "import from retropology"

Whatever i increase resolution many times before adding the retopo object this does not change anything,

the result is bad, the object is added as "surface" instead of voxels, and even it's topology is wrong

https://i.postimg.cc/TY0M7BYD/retopo-To-Voxels.png

retopo-To-Voxels.png

 

Is this not the main purpose of modeling room ?

be able to create low or medium polygon models (used as retopo also), usable right away in voxel sculpt for detailling without any issues ?

Edited by Ratchet

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2 hours ago, Ratchet said:

 

the result is bad, the object is added as "surface" instead of voxels, and even it's topology is wrong 

 

 

Is this not the main purpose of modeling room ?

be able to create low or medium polygon models (used as retopo also), usable right away in voxel sculpt for detailling without any issues ?

Unfortunately, I very often faced a variety of problems in the retopology room in all versions, so I most often do retopology in other programs.
In the end, it is not even possible to transfer an object normally from retopology to sculpting. The most normal way is to export the file in the retopology room and import it into the sculpt room.


This is heresy.

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13 hours ago, kt2 said:

When transferring a Modeling asset to Sculpt space using Mesh > Make Sculpt Mesh, the link between the low-poly asset and the sculpt is retained which causes changes in Sculpt space being deleted upon re-entering the Modeling space.

Duplicating the sculpt object allows to bypass this behaviour although it feels counterintuitive and adds clutter to the SculptTree.

Make SURE in the Sculpt Workspace, to check CONFORM RETOPO MESH, so that any changes you make to the sculpt will be applied to the Retopo mesh, simultaneously. In the video, it was unchecked.

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8 hours ago, pattanner said:

Also issue with opacity settings in paint room, with light pressure on wacom pen, initial contact for stroke still begins at 100% opacity.

 image.thumb.png.e9ab5feff41d53f538297ce9595b7db6.png

I reported this problem a week ago, so it is confirmed. I hope Andrew fixes this ASAP, as it makes painting a royal PITA

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1765497977_2021_B40Curvetest.thumb.jpg.fdb7d7b0d3a01d570fec4a536b8b9ca7.jpg

Test in 2021 (B40)

This is a curve option that appears in the Modeling Room.
I only thought about the RMB menu, but I forgot that there was also something like this at the top....

Anyway
It seems to be a function that fills the inside of the curve area with a quad or triangle face.
Doesn't work.
In the case of Triangle, it crashes.
Do i need specific conditions? Or is it a bug?

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On 4/5/2021 at 2:29 PM, artofcharly said:

Hi, dear developers. 

I noticed a strange issue with Renderman. 

Tried to render a simple head and the 3D-Coat was Freezed.

Installed the latest version.

Video with an issue -> 



Steps:
- Open 3dcoat
- Select voxel 3d head
- Go to RenderRoom
- Select Renderman
- Click Render Preview

How to fix this?

Thank you and have a great day
Best regards,
Andrew.

Fixed, in the next build will work

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2 cents :
The new super relax brush is FANTASTIC to clean rough scans
You should add a " super relax whole model" in one click tool

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9.04.21 B42:

- Voxel brushes updated, voxel brush engine introduces, similar to surface brush engine. Pay attention, VoxelEngine is subject to change, so we can't guarantee your presets related to the voxel engine will be preserved. Anyway, it is faster, more flexible. And very good point it offers real clay-like brushes for voxels.

- A lot, lot of bugfixes, including stability bugfixes, retopo/modeling...

- fixed RenderMan freezing at the start of render.

- Snapping corrected, was just not working at all.

- Fixed painting/sculpting along the curve.

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Still no Wintab without that odd offset here.

Tablet PC Works but Ill wait til we get wintab working. as I at least get VERY choppy perfomance trying to use Tablet PC

Edited by Scary M

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40 minutes ago, Scary M said:

Still no Wintab without that odd offset here.

Tablet PC Works but Ill wait til we get wintab working. as I at least get VERY choppy perfomance trying to use Tablet PC

Confirmed on my end too.  What kind of tablet are you using?

 

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17 hours ago, Frimasson said:

2 cents :
The new super relax brush is FANTASTIC to clean rough scans
You should add a " super relax whole model" in one click tool

There actually is something like it, in a sense. In Surface Mode, you can click SMOOTH ALL at the bottom of the tool panel and have options for relaxing the whole model. You can even use the FREEZE brush to select areas where you DO NOT want to smooth/relax, or switch it in the dialog to smooth what is selected.

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After Baking, 3d-viewport still keeps Retopo room content despite room switching. You can't paint normally.

image.thumb.png.944078c762fa1a89d28200255b738958.png

Edited by roentgen

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Hello

I posted previously a bug in v40 in terms of the voxel brushes not working, v42 has fixed this, but I have discovered that putting 0 (zero) spacing in the brush options for surface and voxel brushes means that the brushes do not work (v42). Very small spacing also causing strange artifacts- i.e. depth not properly being shown, it just causes the edges of the brush to be slightly raised and textures the surface. Spacing of 0.1 is okay, but odd things happen at circa 0.01 spacing and no brushing at all at 0.

Thanks

spacing.jpg

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9 hours ago, gbball said:

Confirmed on my end too.  What kind of tablet are you using?

 

Wacom Intuos 4 pro

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