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3DCoat 2021 Open Beta test !


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898092258_bandicam2021-07-0714-32-17-321.jpg.1846d539b5a8e1674ebc34de349b86a4.jpg
On the 2021 B55  still see AO and Curvature baking strangely.
I also checked in V4.
The problem comes out the same as in 2021.
(I remember it wasn't like this before.)

I searched the forums to see if I had done something wrong.
I came across what Carlosan wrote.

[ Show Voxels in Paint Room ]

The problem seemed to be caused by that option in the paint room.
When I turned off the option, I confirmed that baking was done normally in V4.

351956555_bandicam2021-07-0714-34-07-552.jpg.910d2a26b3ad30b863070d7a6930388a.jpg

(It's blurry, but it's baked.)

 

Will 2021 be the same?
No, even though that option is turned off, it still bakes strangely.
Just in case, I went back to the sculpt room and hide all the high poly meshes before baking.

1165160448_bandicam2021-07-0714-40-45-469.thumb.jpg.d525a3533786cadf5c94428b5fcfb724.jpg

This time it came out fine.

//

conclusion

in the 2021 version
[ Show Voxels in Paint Room ]
Regardless of the option, it seems to have an effect on baking.

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14 hours ago, liok said:


-Paint layer 1
   (TOOLTIP: avoid sculpting here, to avoid losing this sculpt if you delete or hide this painting information, you can have many paint layers, ideally with attached smart material not to lose track of it.)

 

This made me think of an OPTION that would be nice :
when you start painting with a new smart material, automatically create a new layer and attach the smart material to it. (the new layer should be created just above the active layer. this should be an option. anything automatic should be an option)

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Crashing on Bake to normal and whenever moving to the UV Room.

Not sure why this is happening as it didn't happen before. I upgrade to the newest PopOS version and I upgraded my graphics card. Going to leave my system specs here in case it's that:

             /////////////                pop-os 
         /////////////////////            ------------- 
      ///////*767////////////////         OS: Pop!_OS 21.04 x86_64 
    //////7676767676*//////////////       Kernel: 5.11.0-7620-generic 
   /////76767//7676767//////////////      Uptime: 14 mins 
  /////767676///*76767///////////////     Packages: 2730 (dpkg), 42 (flatpak),  
 ///////767676///76767.///7676*///////    Shell: bash 5.1.4 
/////////767676//76767///767676////////   Resolution: 2560x1440, 1920x1080 
//////////76767676767////76767/////////   DE: GNOME 3.38.4 
///////////76767676//////7676//////////   WM: Mutter 
////////////,7676,///////767///////////   WM Theme: Pop 
/////////////*7676///////76////////////   Theme: Pop-dark [GTK2/3] 
///////////////7676////////////////////   Icons: Pop [GTK2/3] 
 ///////////////7676///767////////////    Terminal: gnome-terminal 
  //////////////////////'////////////     CPU: AMD Ryzen 5 3600X (12) @ 3.800GH 
   //////.7676767676767676767,//////      GPU: AMD ATI 0a:00.0 Navi 22 
    /////767676767676767676767/////       Memory: 6034MiB / 32067MiB 
      ///////////////////////////
         /////////////////////                                    
             /////////////                                        
 

Any idea how to fix?

My monitors are two different resolutions, I remember that may have been a problem before too.

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15 minutes ago, linnos said:

Crashing on Bake to normal and whenever moving to the UV Room.

Not sure why this is happening as it didn't happen before. I upgrade to the newest PopOS version and I upgraded my graphics card. Going to leave my system specs here in case it's that:

             /////////////                pop-os 
         /////////////////////            ------------- 
      ///////*767////////////////         OS: Pop!_OS 21.04 x86_64 
    //////7676767676*//////////////       Kernel: 5.11.0-7620-generic 
   /////76767//7676767//////////////      Uptime: 14 mins 
  /////767676///*76767///////////////     Packages: 2730 (dpkg), 42 (flatpak),  
 ///////767676///76767.///7676*///////    Shell: bash 5.1.4 
/////////767676//76767///767676////////   Resolution: 2560x1440, 1920x1080 
//////////76767676767////76767/////////   DE: GNOME 3.38.4 
///////////76767676//////7676//////////   WM: Mutter 
////////////,7676,///////767///////////   WM Theme: Pop 
/////////////*7676///////76////////////   Theme: Pop-dark [GTK2/3] 
///////////////7676////////////////////   Icons: Pop [GTK2/3] 
 ///////////////7676///767////////////    Terminal: gnome-terminal 
  //////////////////////'////////////     CPU: AMD Ryzen 5 3600X (12) @ 3.800GH 
   //////.7676767676767676767,//////      GPU: AMD ATI 0a:00.0 Navi 22 
    /////767676767676767676767/////       Memory: 6034MiB / 32067MiB 
      ///////////////////////////
         /////////////////////                                    
             /////////////                                        
 

Any idea how to fix?

My monitors are two different resolutions, I remember that may have been a problem before too.

Also,

render is just straight black, but when I move around the viewport it has color.

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When editing a Shader in the Sculpt room, choosing an EXR file to drive the Modulate color by texture setting crashes 3DCoat instantly.

EXR files should be supported, preferably. If not, it should issue a warning. In any case, it shouldn't crash. It looks like a bug to me.

Not tried editing shaders in this way in any other room. The purpose was to re-use .exr files to create custom matcaps in the sculpt room to, well, sculpt.

Build used: Linux 3DCoat 2021.B55

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When editing a Shader in the Sculpt room, choosing an EXR file to drive the Modulate color by texture setting crashes 3DCoat instantly.

Trying to use an EXR file in the Color Modulation panel, in the IMG tab, crashes 3DCoat instantly too.

EXR files should be supported, preferably. If not, it should issue a warning. In any case, it shouldn't crash. It looks like a bug to me.

Not tried editing shaders in this way in any other room. The purpose was to re-use .exr files to create custom matcaps in the sculpt room to, well, sculpt.

Build used: Linux 3DCoat 2021.B55

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4 minutes ago, sprayer said:

@Allabulle matcaps working with PNG but with bugs, already reported several times =(
 

 

Yes, thanks!

I already converted some exr files to png. It's not ideal for a variety of reasons, but at least I can manage with png.

It shouldn't crash, though.

I wanted to report the crash, mostly.

Being able to use exr could be a feature request. I assumed it was requested before, indeed. To sculpt is pretty useful to use different matcaps here and there for many reasons also. I don't want to bother everyone in this thread as to why. But, as stated, it shouldn't crash, at least. Hopefully they'll fix the crashing. Maybe later we can have exr for the matcaps. Using png's has its issues.

Thanks again, sprayer.

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When importing an externally worked FBX...

  • no response
  • says the file is empty
  • It is not visible when you call it into the Sculpt Room. (The number of polygons comes out as '0')

I've been looking around the forums...

I tried various settings when exporting to 3dsMax.

  • Various FBX versions
  • Binary or ASCII type

Nothing worked for me...

 

Solutions and bug (?) reports

When importing a file in FBX format, if there is a language other than English (Korean language in my case) in the explorer path, there is a problem that it is not loaded properly.
The strange thing is that OBJ loads just fine.
(So that issue confuses me even more :p)

This symptom is the same for V4.

I don't know if I should call this a bug
If there are users who are experiencing the same problem as me, please check if the file path is alphanumeric. :q

Edited by Yousung
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rotate around camera position makes sculpt object half transparent and glitchy

Flatten tool (surface tool for voxels) no longer works inverted (This tool with and without CTRL is very powerful sculpting tool in 4.9)

"Build" voxel tool vanished. It was the only tool to allow for very precise work in pure voxels, with "depth and opacity" pressure, and the third default alpha.

When working with a surface tool in voxel mode, you need to switch to a pure voxel tool for 3d-Coat to voxelize the object.
Should you fail to do so, object will be damaged when using other tools.
-for example : use cut off tool directly, object will be damaged. (this is true in 4.9 too)
(What makes things worse is that when working with multiple objects it is easy to get carried away, working on several at once, and forgetting that you were using a surface tool.)

With import > on brush, you can no longer start a stroke on mesh and then continue it "in the air". The tool just stop building when you reach the edge of existing mesh. (this new behaviour is very crippling)

With primitves transform, when ticking "transform/lattice toggle", the gizmo appears, but the lattice remains visible.
Each time you select a new primitive, the tool reverts to lattice. (impossible to remain in gizmo mode).
It is very difficult to grab the "move in screen space" tool on the gizmo on all primitives except the ring shape.
This is because when hidden inside an object, the "move in screen space" circle does not highlight on mouse over.

After maybe half an hour of testing the various things above, 3d-Coat asks me to save my work because it has become unstable. This has happened every single time I have spent a while testing tools.

 

Edited by Silas Merlin
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I have a question, and I don't know if this is the right place for it, but:

 

I recently upgraded to a r9 5950 ryzen cpu, and noticed a massive increase in performance in texturing with large brushes in 3dcoat, so that means that its cpu thread based? is there going to be a GPU addition to that in the future? as in use both your CPU and your GPU to accelerate it even further?

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26 minutes ago, Hdharris said:

I have a question, and I don't know if this is the right place for it, but:

 

I recently upgraded to a r9 5950 ryzen cpu, and noticed a massive increase in performance in texturing with large brushes in 3dcoat, so that means that its cpu thread based? is there going to be a GPU addition to that in the future? as in use both your CPU and your GPU to accelerate it even further?

May I ask which CPU did you upgraded from? It would be interesting to be able to ballpark the perceived increased performance knowing both CPU's.

Still, congrats on the new machine! :-)

 

Edited by Allabulle
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8 minutes ago, Allabulle said:

May I ask which CPU did you upgraded from? It would be interesting to be able to ballpark the perceived increased performance knowing both CPU's.

Still, congrats on the new machine! :-)

 

oh, I had a r9 3900x! the new tech and design of the 5000 series was extremely noticeable and as that was the only hardware I changed (aside from the motherboard) that made it clear that was the source of the jump in performance! so from 12 cores to 16 cores, all of which can hit over 4.4ghz if necessary without OC'ing, and the brushes in texturing actually uses all threads available. Also, they decreased the amount of back and forth instructions have to go through across cores, which also makes for super responsive results!

Edited by Hdharris
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43 minutes ago, Hdharris said:

oh, I had a r9 3900x! the new tech and design of the 5000 series was extremely noticeable and as that was the only hardware I changed (aside from the motherboard) that made it clear that was the source of the jump in performance! so from 12 cores to 16 cores, all of which can hit over 4.4ghz if necessary without OC'ing, and the brushes in texturing actually uses all threads available. Also, they decreased the amount of back and forth instructions have to go through across cores, which also makes for super responsive results!

Nice to know. Thanks for the explanation!

I'm on the fence about buying a new rig, knowing that difference in performance in a software I do use helps a lot. Also my CPU is ancient by today's standards.

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Adding some psd files as alphas in the Brushes panel crashes 3DCoat instantly. Not all, but some psd files definitely crash 3DCoat.

Linux 2021.B55 build.

Again, like in the case of exr files, psd files should work in 3DCoat. But if not, it shouldn't crash the whole program. Sounds like a bug.

The same files work perfectly well in various other sculpting and 3D software.

Edited by Allabulle
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2 hours ago, Frimasson said:

A couple of bugs :

In paint room, the color picker dosen't work in the texture editor window
With the clone tool, the through all layers option  dosen''t work. 

 

i think thats the point...

clone tool clones...

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Still experiencing crash when just trying to bake any mesh from retopo room. Futex Facility error. Something to do with the kernel maybe. Using kernel version 5.11.0-7620-generic. Linux POP OS>fresh install.

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15 hours ago, Frimasson said:

A couple of bugs :

In paint room, the color picker dosen't work in the texture editor window
With the clone tool, the through all layers option  dosen''t work. 


in the paint room, you cannot change the radius of the brush using the middle button in a fairly gradual way.
And a USD import would be welcome

 

 

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9.07.21 RC1

- Completely new folders structure. Really streamlined and logical as it was proposed in this thread. Almost all now is split between two folders - data and UserPrefs. As it is logical, UserPrefs is user-created content. Data is sort of temporary stuff. The folder in documents changed, now it is Docs/3DCoat-2021/. Even if the folders structure is changed it is compatible with the previous one. As soon as 3DCoat detects some files copied to the new location in Documents from the old one, it will convert the files to the new structure. Also, if you will install 3dcpack it will be installed correctly (except presets that use old tools that are not present in the toolset). So, to migrate from earlier beta you may copy folders from old beta to Docs/3DCoat-2021 or create 3dcpack in old beta and install using RC1 UI.

- huge amount of bugs fixed? some of them are listed below, but it is not the complete list.

- Fixed problem of nodes duplication when you press Cancel in shader editor.

- Fixed problem when after symmetrization coat switches to layer1.

- Factures (VerTextures) room is now functional, all tools work as expected. Render of VerTextures works as well. Export is generally possible, but still very tricky. Easier export - later, because it is rather an integration question.

- Crash fixed during Select By Rect (ClusteredMesh::IntersectFaceByRect())

- Presets creation improved, correct names for presets, probably strange names was causing different problems of presets.

- Brush engine warns the user if he switches other alpha, but the alpha is actually not used by the Brush, just to avoid confusion.

- Migration master improved, should be more useful now. Pay attention, it is migration from 4.9, migration from BETAS described in the first point.

- Fixed modeling edge loop creation problem, the higher priory of edge loop over the edging when edge double-clicked.

- Fixed problem when drawing the strip along the curve was not precise (there was the difference when the strip was painted manually and via curve). Generally, this fix increased the precision of strip painting in all cases - handpaint and via curve.

- Sticky keys are working correctly for all rooms. Read the help->Hotkeys&sticky keys.

- Painting with rotated brush corrected, now there is no first spot with incorrect direction.

- Build is more lightweight even if contains more default materials.

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MatCap creation no longer works in beta 2021.B56 Linux

With 2021.B55 Linux (previous) build I can, in the Shaders Panel in the Sculpt Room, follow these steps to create a new MatCap:

- Right click on a MatCap

- Construct New Shader

- Enter a name for the new MatCap Shader being created

- Change parameters in the Shader Settings

- Click OK and that's it.

With the new build now creates a black one (shaderless?) and the options to tweak the about to be new MatCap are not cloned from the MatCap selected, as before, but seem like options for a new PBR shader. It still doesn't create one.

 

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