Advanced Member Yousung Posted June 9, 2021 Advanced Member Share Posted June 9, 2021 6 hours ago, Elemeno said: i would really love this tool... it won't be exactly the same This can be done in Sculpt Room using the Fill with mesh layer (=Coat) of the new curve toolset. 3 Link to comment Share on other sites More sharing options...
Advanced Member sprayer Posted June 9, 2021 Advanced Member Share Posted June 9, 2021 @Andrew Shpagin Is it possible to make cavity smooth in shader like unticking flat shading? 1 Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 9, 2021 Reputable Contributor Share Posted June 9, 2021 1 hour ago, sprayer said: @Andrew Shpagin Is it possible to make cavity smooth in shader like unticking flat shading? I have asked for this in the past, as well. It would be helpful to have a softness slider for cavity and bulge 2 Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted June 9, 2021 Advanced Member Share Posted June 9, 2021 10 hours ago, Yousung said: it won't be exactly the same This can be done in Sculpt Room using the Fill with mesh layer (=Coat) of the new curve toolset. Yeah, I think this is more powerful because it is non-destructive and remains editable. Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted June 9, 2021 Reputable Contributor Share Posted June 9, 2021 I have a possible feature request. What if, with pure voxel tools, there was a dropdown menu at top of screen for SHIFT+smooth similar to surface mode tools. Except the options would be as follows : -Voxel smooth -Surface mode smooth Link to comment Share on other sites More sharing options...
Member Barrel Posted June 9, 2021 Member Share Posted June 9, 2021 Cyrillic layer names are not supported. Link to comment Share on other sites More sharing options...
Advanced Member Elemeno Posted June 10, 2021 Advanced Member Share Posted June 10, 2021 will final release support DX? Link to comment Share on other sites More sharing options...
Member kt2 Posted June 11, 2021 Member Share Posted June 11, 2021 (edited) It would be great to see the inversion mode (with its hotkey) return to all the common sculpting brushes once the new brushing engine is complete. There are plenty of tricks that one can pull off while using the inversion mode, even with brushes that perhaps were not intended to be used in this way (Fill!). It's just more liberating from the sculptural point of view. Currently, having to hold the Ctrl key to apply the inversion effect takes away the possibility of brushing while navigating with the 3d mouse. I can fix this by placing some small heavy item on top of the Ctrl key but pressing I instead would be much more elegant! .: , Edited June 11, 2021 by kt2 1 Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted June 12, 2021 Author Share Posted June 12, 2021 12.06.21 B54 - Entering the text in the text tool (and similar) is now correct for all languages, languages may be mixed if need. - Gizmo options for the Cloth simulation tool. - Fixed problem from the previous build when PPP import fails. The "Clusters tool" in UV/Retopo toolset got several fixes/improvements: - Clusters tool work in the Retopo room as well, now you can select only faces in that mode to avoid incorrect click on the edge. - sphere now visible (was hidden sometimes under the surface) - Checkbox "Auto seams for clusters" to create seams over the ring-like clusters. - visible seams preview over the border of the clusters. Scripting updated. Changes: - RMB+MMB gives complete info about the item, including several methods of usage. - You may set in preferences what info will be provided via RMB+MMB. - All commands within VoxTree RMB working correctly via script. - All tools accessible to activate in any room, the corresponding room will be activated. - RMB+MMB over voxtree items gives useful info for scripting (Vox interface) + cmd/ui interface. 4 Link to comment Share on other sites More sharing options...
Reputable Contributor Silas Merlin Posted June 12, 2021 Reputable Contributor Share Posted June 12, 2021 I was wondering if something like this would be feasible ? To explain, let's use an example : -make wings with symmetry -set a sculpt layer to not be affected by symmetry -Pose (bend) the wings on this layer (each wing has a different shape now, they are no longer symmetrical) -continue working on the details on another regular layer, with symmetry, thus affecting both wings despite their differences. maybe this is already possible with instances, not sure ? Does this possibility exist in other software ? Link to comment Share on other sites More sharing options...
Member Speike-Styles Posted June 12, 2021 Member Share Posted June 12, 2021 (edited) Hey all long time.. So I have finally decided to check out the new 2021 Open Beta. Opinion so far: The UI/UX: It feels unpolished, it glitches, not Properly Organized either. ( it was nice to just switch a TAB and vice versa ) I found something that would have been rather cool to see as an actual feature, yet somehow I believe this is maybe something that one could make as a feature.( See Vid ) A few brushes act practically the same ( Clay Engine Cool, but feels like just a clone of: Grow,Vox Clay, Carve? (Please for ethical reasons make it Carve from the get go) The Smudge Tool is still bugged after 3 Years ( Why even bother right?), brush Size is a Pain to use for Large Projects/Objects // The Sculpt Room brushes feel way better // The Cloth Tool is freaking Sweet ( Still needs improvements ) As for the other implementations ( Box Modeling is still unpleasant to work with ( Check out,IMO >> Hexagon <<< this little tool is better then, Blender,Modo ,ZB, Maya, etc. This ( Box modeling ) should be straightforward yet it lacks the UX one needs for people like myself who enjoy working fast. It feels rather pushed and not well planned out. The Transformation tool is still a pain to work with. New Render room is cool, but why not let it use the 3Dconnection Correctly( It's just one extra step to use the mouse). Add Visual Lights/Cameras ( We need to see what and where things are, not just guess around and type numbers in, this is something I expect from a Program that was made in DOS) I could go on, but that's enough critique for now. Keep up the good work and someday you will get there. I'm out Greetings & Cya! Is It a Bug? Is it a Feature? No! it's 3DCoat Edited June 12, 2021 by Speike-Styles Video Link 2 1 Link to comment Share on other sites More sharing options...
Member Wizardkiss Posted June 12, 2021 Member Share Posted June 12, 2021 I have not reported many bugs so far because with few tutorials on most new features it is hard to know when something is a bug and when it isn't. I've made notes on a few things I'm pretty sure are bugs however and will be posting them this afternoon. These will be all from version B54. The first one is that when using the feature of the gizmoless transforms that constrains movement on one axis to allow movement only on the other two, and if you also are using the Z-up coordinate system option in the Preferences, it moves on the wrong axes in some cases. I had to make a little chart to work out what is happening which is shown below. This is the feature I'm talking about: This visual indicator with the arrow and small colored grid is what I mean by "shows widget". In one case it moves on the correct axes but displays the wrong widget: Here is the chart (I hope I didn't make any mistakes). This is only for with the Z-up option enabled, and is for moving only (scaling on two axes does not seem to be supported): 1 Link to comment Share on other sites More sharing options...
Member Wizardkiss Posted June 13, 2021 Member Share Posted June 13, 2021 Maybe not a bug exactly but ideally it seems like these shortcuts should change to be the same as whatever hotkeys have been defined for gizmoless move, scale and rotate. I would guess for example many people will be defining G for move, S for scale and R for rotate since that is how it works in Blender. Link to comment Share on other sites More sharing options...
Member Wizardkiss Posted June 13, 2021 Member Share Posted June 13, 2021 In previous versions if you right clicked a SculptTree object in the retopo room you would get a menu of options as seen on the left, now it just makes the commands quick menu seen on the right come up. Link to comment Share on other sites More sharing options...
Member Wizardkiss Posted June 13, 2021 Member Share Posted June 13, 2021 The "Reset settings" option in the Edit menu is not working at all for me. I click OK and the app restarts but everything is still the same and nothing has been reset. This is what I am referring to: Link to comment Share on other sites More sharing options...
Member Wizardkiss Posted June 13, 2021 Member Share Posted June 13, 2021 Two more then done for now. When using the Joints tool with the mouse wheel for zooming option enabled the mouse wheel is not working. Maybe this is a technical limitation of some sort rather than a bug, I don't know. This is the option I'm referring to: In the paint room if I try to make a layer it pops up this limitations box saying you cannot have more than seven layers because it is in demo mode. In earlier versions of the beta there was one layer you could use but now there is only the zero layer. I don't know if this is an intentional limitation of the beta or it is just not working for me for some reason. I'm using it in free trial mode as it instructs you do do in the first post in the thread . Link to comment Share on other sites More sharing options...
Member Barrel Posted June 13, 2021 Member Share Posted June 13, 2021 I cannot understand the licensing of this program. After the latest version 4.9x, in fact, the license does not work, since there are all sorts of restrictions on the beta version, then on something else. Having paid for the program once, it seems that now I cannot fully use the next versions, because there are time limits. Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 13, 2021 Reputable Contributor Share Posted June 13, 2021 20 hours ago, Andrew Shpagin said: 12.06.21 B54 - Entering the text in the text tool (and similar) is now correct for all languages, languages may be mixed if need. - Gizmo options for the Cloth simulation tool. - Fixed problem from the previous build when PPP import fails. The "Clusters tool" in UV/Retopo toolset got several fixes/improvements: - Clusters tool work in the Retopo room as well, now you can select only faces in that mode to avoid incorrect click on the edge. - sphere now visible (was hidden sometimes under the surface) - Checkbox "Auto seams for clusters" to create seams over the ring-like clusters. - visible seams preview over the border of the clusters. Scripting updated. Changes: - RMB+MMB gives complete info about the item, including several methods of usage. - You may set in preferences what info will be provided via RMB+MMB. - All commands within VoxTree RMB working correctly via script. - All tools accessible to activate in any room, the corresponding room will be activated. - RMB+MMB over voxtree items gives useful info for scripting (Vox interface) + cmd/ui interface. Andrew, could you please put a copy of the new builds on the Google Drive, so we have an alternative when the main server is bogged down and downloads are failing because they are so slow? Link to comment Share on other sites More sharing options...
Member kritskiy Posted June 14, 2021 Member Share Posted June 14, 2021 Thank you for fixing the scripts! I have a small issue though: every time I run any boolean command I see this message in the bottom of the screen: The code is super simple: void main(){ Vox vox; vox.subtractFrom('target'); // the same message if I use cmd("$SubtractFrom_target"); }; The commands run fine though. The log is empty. Also when I copy the commands to clipboard it gives two options cmd() and ui() but ui() doesn't seem to work? I tried to use it to clone an object (ui("$CloneVoxTree");) to see the difference and got this error message: Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 14, 2021 Reputable Contributor Share Posted June 14, 2021 On 6/12/2021 at 10:23 AM, Andrew Shpagin said: 12.06.21 B54 - Entering the text in the text tool (and similar) is now correct for all languages, languages may be mixed if need. - Gizmo options for the Cloth simulation tool. - Fixed problem from the previous build when PPP import fails. The "Clusters tool" in UV/Retopo toolset got several fixes/improvements: - Clusters tool work in the Retopo room as well, now you can select only faces in that mode to avoid incorrect click on the edge. - sphere now visible (was hidden sometimes under the surface) - Checkbox "Auto seams for clusters" to create seams over the ring-like clusters. - visible seams preview over the border of the clusters. Scripting updated. Changes: - RMB+MMB gives complete info about the item, including several methods of usage. - You may set in preferences what info will be provided via RMB+MMB. - All commands within VoxTree RMB working correctly via script. - All tools accessible to activate in any room, the corresponding room will be activated. - RMB+MMB over voxtree items gives useful info for scripting (Vox interface) + cmd/ui interface. Is anyone else having trouble downloading the latest build? It has failed to download (network error message) because the speed is way too slow. It's been like this for me for the past 2 days Link to comment Share on other sites More sharing options...
Advanced Member sprayer Posted June 14, 2021 Advanced Member Share Posted June 14, 2021 Matcap shader not working with textures Link to comment Share on other sites More sharing options...
Carlosan Posted June 14, 2021 Share Posted June 14, 2021 On 6/4/2021 at 6:49 AM, Andrew Shpagin said: 4.06.21 B52 - Added the boolean operations for retopo primitives in Retopo and Modeling room. You can create primitives using the boolean operations add, subtract, intersect, split. Win10: is working fine Win7: it is not working Link to comment Share on other sites More sharing options...
Advanced Member Elemeno Posted June 14, 2021 Advanced Member Share Posted June 14, 2021 (edited) im having trouble with opengl is there not a directx version?? constantly gettting out of memory error.. its driving me crazy now only 3DC does it... ive tried increasing pagefile , new drivers, old drivers .... i have plenty of ram Edited June 14, 2021 by Elemeno Link to comment Share on other sites More sharing options...
Member kt2 Posted June 15, 2021 Member Share Posted June 15, 2021 When attempting to bulk-duplicate a sub-tree of curves, the duplicates of dependent curves are created within the original parent sub-tree. Under the duplicate parent sub-tree, only empty name entries are created for dependent curves. One has to clean up and re-assign dependent curves by hand. 1 Link to comment Share on other sites More sharing options...
Contributor Ascensi Posted June 15, 2021 Contributor Share Posted June 15, 2021 (edited) On 6/6/2021 at 12:41 PM, Silas Merlin said: I just realized from the talk here that 3d-Coat is perfectly capable of subdividing a model while keeping the uv's at import in the paint room. So, why is it not capable of doing the same thing in the sculpt room ? (If you subdivide model in the import tool options, the textures are not baked to vertices (import w/o voxelization ticked)) Not only that as I mentioned above, why even have to subdivide if geometry can be influenced by height data using tessellation? it can be high performance using distanced based tessellation and work like LOD levels changing the distance! I think UV smoothing would have to be automatic and in sync with initial tessellation level once initiated and smoothing groups could simply be done by brush. Andrew was confused as to why I was subdividing my model for PPP mode to paint with smart materials that have height maps and thought I should be using tessellation. If that is the preferred method and if it can super charge performance using distanced based tessellation, then we could *easily* work on 8 -16k textures! @Andrew Shpagin @AbnRanger Edited June 15, 2021 by Ascensi Link to comment Share on other sites More sharing options...
SERGYI Posted June 15, 2021 Share Posted June 15, 2021 20 hours ago, Elemeno said: im having trouble with opengl Please note that the error "Out of memory" is caused by corrupted data inside the user folder "This PC > Documents/3D-CoatV2021 (3D-CoatV49)". It means that the user folder has some texture with a damaged header. That causes "3DCoat" to allocate an abnormal memory chunk. Rename the user folder into something like "-----3D-CoatV2021" ("----3D-CoatV49"). Start "3DCoat". It will create a new user folder. Manually copy your assets from the old user folder into the new one. Note which file (most probably a texture with a damaged header) causes the problem. Then send that damaged texture to me: sergkryzh at gmail dot com. When there is a problem with "OpenGL" it leads to "3DCoat" freezing. To check OpenGL compatibility please download and run our standalone test which shares the same "OpenGL" code with "3DCoat":http://pilgway.com/~sergyi/TestStroke/TestStroke.zip 1 Link to comment Share on other sites More sharing options...
Advanced Member Elemeno Posted June 15, 2021 Advanced Member Share Posted June 15, 2021 1 hour ago, SERGYI said: Please note that the error "Out of memory" is caused by corrupted data inside the user folder "This PC > Documents/3D-CoatV2021 (3D-CoatV49)". It means that the user folder has some texture with a damaged header. That causes "3DCoat" to allocate an abnormal memory chunk. Rename the user folder into something like "-----3D-CoatV2021" ("----3D-CoatV49"). Start "3DCoat". It will create a new user folder. Manually copy your assets from the old user folder into the new one. Note which file (most probably a texture with a damaged header) causes the problem. Then send that damaged texture to me: sergkryzh at gmail dot com. When there is a problem with "OpenGL" it leads to "3DCoat" freezing. To check OpenGL compatibility please download and run our standalone test which shares the same "OpenGL" code with "3DCoat":http://pilgway.com/~sergyi/TestStroke/TestStroke.zip you fixed it cheers havent been able to use 2021 for a while due to this... 1 Link to comment Share on other sites More sharing options...
Member allanmrtn Posted June 15, 2021 Member Share Posted June 15, 2021 Is it possible to export from 2021 already? 1 Link to comment Share on other sites More sharing options...
Carlosan Posted June 15, 2021 Share Posted June 15, 2021 Edit the room > Use scripts. Is not working for me, changes made are not updated. Any help, manual, tip ? Thx in advance. Link to comment Share on other sites More sharing options...
Contributor Rygaard Posted June 15, 2021 Contributor Share Posted June 15, 2021 1 hour ago, Carlosan said: Edit the room > Use scripts. Is not working for me, changes made are not updated. Any help, manual, tip ? Thx in advance. I already talked to Andrew about it. At the moment there is nothing you can do about it (for what I know). All new buildings that you are installing will not update your scripts from your custom room (codes that you have changed in scripts). Whenever you install a new build, you will have to enter the room that you have based to make your custom room, and only then you will have to check visually if there have been changes, additions or removals of functions and tools in all menus and etc. If it happens to add some command, tool or function, you will have to manually add new codes to your Custom Room script. This problem has already happened to me and I had to manually add the codes that were missing on my custom room, in my case it was missing inside the Edit / Transform Without Gizmo menu. Unfortunately, at the moment, there is nothing automatic that updates your Custom Room. I have already commented with Andrew, that this way to create the Custom Room and customize the menus and some palettes would not be very intuitive and easy for users (who need to know exactly how to deal with script codes) and still this problem of not Update what has already been done on your Custom Room. I suggested to Andrew that the user could activate the Customize UI button and then manually drag everything directly into the interface (menus, interface and etc) without having to handle codes / scripts. But I can not complain, I know what he did must have given a lot of work to develop, but at least currently 3d-coat gives me the possibility of allowing me to create my custom room and customization (I'm glad I understand A little codes) even the way it works today. Who knows in the future, something can be done. 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Posted by Andrew Shpagin,
5 reactions
Go to this post