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In paint room, I see some creepy message on a voxel object which be filled by smart materials.

The message is appeared like as an watermark depends on viewport camera's angle, can read 'Emotion.net'? but be flipped.

 

I hope you understand. In the center of viewport, there is dead man's message crosses perpendicularly at the screen.

I've never written such a message.

 

image.thumb.png.8864b641f6811150efd6399ddff322a1.png

 

It's a scary story in the summer night.

version 2021.14, windows10.

 

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1 hour ago, Andrew Shpagin said:

The reason is that you sculpted something into the "BakedNodes" layer. Nodes baking overwrites that layer, so your layer content vanished. Try to rename the BakedNodes layer before baking.

It's happening even with the default sphere.

I'll do some testing, but I also tried deleting the default shere in voxel sculpting and creating a new sphere primitive in which case it worked...but I had the same problem with cube and some other primitive shapes.

Node setup.

image.thumb.png.08e588177932269cabbe92b0bb77f3a3.png

 

No sculpting done.

image.thumb.png.d8989e081349fcc272b1264f6e102e9a.png

 

It worked this time...but it's not working every time????  Very strange...I'll see if I can pinpoint the issue.  Maybe you can try a few times to see if works consistently.

image.thumb.png.0850c69ecbb7234e8a6031d791a95ffc.png

 

image.png

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3 minutes ago, roentgen said:

In paint room, I see some creepy message on a voxel object which be filled by smart materials.

The message is appeared like as an watermark depends on viewport camera's angle, can read 'Emotion.net'? but be flipped.

 

I hope you understand. In the center of viewport, there is dead man's message crosses perpendicularly at the screen.

I've never written such a message.

 

 

Is it with one of the default smart materials (I doubt it)
look for the folder which contains the smart material and inspect the textures, you will likely find the message there.

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This is a gif showing me clicking on the same node-based shader multiple times.  The parameters keep changing for some reason.  This used to happen with all the node shaders I made, but now it's just this one.  The others seem more stable.  I made this in an older version of the program...maybe 2021.09 or something which might be part of the  issue.

1389952364_GIF2021-07-283-41-24PM.gif.786c9ccb7c56c407275d625ca4aacc25.gif

 

Here is my node tree...the shader in this image isn't displaying as intended.

image.thumb.png.1baf769e8704d85410a99528304b2094.png

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19 minutes ago, Silas Merlin said:

Is it with one of the default smart materials (I doubt it)
look for the folder which contains the smart material and inspect the textures, you will likely find the message there.

Yes it is one of the defaults.

I can't remember I've painted by which of the default materials but may be ColoniaMarple, I doubt it.


CaloniaMarple:

F:\Program Files\3DCoat-2021.14\UserPrefs\Shaders\PbrShaders\#Misc\ColonialMarple

Color texture is that, F:\Program Files\3DCoat-2021.14\UserPrefs\Shaders\PbrShaders\#Misc\ColonialMarple\CustomSampler1.dds

I found the message  will disappear if I check 'Use normal map' off.

But ShaderParams.xml of ColonialMarple does not tell me that file.

It says:

  <ExShaderParam>
   <Usage>USE_NORMALMAP</Usage>
   <ID>CustomSampler2</ID>
   <Type>texture</Type>
   <!ShortName>Tangent_normalmap</!ShortName>
   <ChooseTexture></ChooseTexture>
  </ExShaderParam>

 

CustomSampler2, is missing file in ColonicalMarple directory, is a name that I can see throughout under the UserPrefs, I don't know which texture will be used as a normalmap in this case.

 

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28.07.21 2021.15

- Build tool in voxels replaced with Build based on VoxelBrush engine. It is as accurate and smooth as the original Build but has better control, settings, and speed. Airbrush still remains, but I see no advantage in it, build does the same, but better.

- Fixed the essential problem of the previous build - incorrect brush direction. Now both issues are fixed - incorrect direction and random brush flip (from earlier builds). So it is important to install 15 instead of 14!

- Carve tool was also implemented within the VoxelEngine paradigm. Same functionality, but better control and speed.

- CPU-s without SSE4.1 are supported as well. SSE2 is enough. It was done so that higher CPU-s will not get the performance penalty.

- Voxel/Surface brush engine skips pressure if pressure dependency is turned off with E-panel (or in top panel).

- Fixed problem when you can't change clone type in paint room clone tool.

- Fixed crash in UV room due to repeating UV set name. But repeating UV sets are still problematic...

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32 minutes ago, roentgen said:

Yes it is one of the defaults.

I can't remember I've painted by which of the default materials but may be ColoniaMarple, I doubt it.


CaloniaMarple:

 

 

But... this is a shader, not a smart material....
you can't "paint" with a shader

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Posted (edited)
38 minutes ago, Silas Merlin said:

But... this is a shader, not a smart material....
you can't "paint" with a shader

 

That is. Sorry, I confused that.

I had put a shader to a whole of voxel volume and I have painted it by the default materials to put a detail.
(May be I had painted the volume first by the default materials, dust, to calculate carvature and occlusion)

 

Edited by roentgen
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36 minutes ago, roentgen said:

I tried make it simple, color is black, no see paint layers. And suddenly the message gonna be sharp as I check 'Modulate color by texture' off.

NoEmotion.net, that was the watermark.

 

 

Ok, I can reproduce the issue but I don't get the noemotion message. Instead I get a list of characters.
I think the following video should be enough to show and reproduce the issue and hopefully fix it. It must be like you said, there is no default normal map texture set for those shaders, but when that is the case why does 3d-Coat pick a totally irrelevant one instead ?

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9 hours ago, roentgen said:

 

Some threads say that causes an error; "The futex facility returned an u"...

It may be "The futex facility returned an unexpected error code" and  complete messages are put in the console (stderr).

Did you try `./3dcoat 2> error.log'?  It could be help to solve it.

 

 

 

Thanks roentgen. Tried the error.log you mentioned. All I got was a listing of input devices and then a "Aborted (core dumped)" message. Nothing of detail.

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4 hours ago, Andrew Shpagin said:

28.07.21 2021.15

- Build tool in voxels replaced with Build based on VoxelBrush engine. It is as accurate and smooth as the original Build but has better control, settings, and speed. Airbrush still remains, but I see no advantage in it, build does the same, but better.

- Fixed the essential problem of the previous build - incorrect brush direction. Now both issues are fixed - incorrect direction and random brush flip (from earlier builds). So it is important to install 15 instead of 14!

- Carve tool was also implemented within the VoxelEngine paradigm. Same functionality, but better control and speed.

- CPU-s without SSE4.1 are supported as well. SSE2 is enough. It was done so that higher CPU-s will not get the performance penalty.

- Voxel/Surface brush engine skips pressure if pressure dependency is turned off with E-panel (or in top panel).

- Fixed problem when you can't change clone type in paint room clone tool.

- Fixed crash in UV room due to repeating UV set name. But repeating UV sets are still problematic...

I hope that the development team can add an update content release page on the official website to avoid coming to the forum to find new content and fix bugs every time it is updated. I hope to reply.

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5 hours ago, Silas Merlin said:

Ok, I can reproduce the issue but I don't get the noemotion message. Instead I get a list of characters.
I think the following video should be enough to show and reproduce the issue and hopefully fix it. It must be like you said, there is no default normal map texture set for those shaders, but when that is the case why does 3d-Coat pick a totally irrelevant one instead ? 

Thanks. But this may be not same to an issue of me.

"No" of "NoEmotion.net" is colored red, color must not be produced by normal map.

 

So I tried to find the message in its reflection.

My voxel volume may have some reflective shader(I can't remember where/when it is applied).

And found it in F:\Program Files\3DCoat-2021.15\UserPrefs\Panoramas\27646443.dds.

 

image.thumb.png.3503bea662168ec4fcb58750cab74e25.png

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Posted (edited)
1 hour ago, roentgen said:

Thanks. But this may be not same to an issue of me.

"No" of "NoEmotion.net" is colored red, color must not be produced by normal map.

 

So I tried to find the message in its reflection.

My voxel volume may have some reflective shader(I can't remember where/when it is applied).

And found it in F:\Program Files\3DCoat-2021.15\UserPrefs\Panoramas\27646443.dds.

 

 

Oh wow, good job, yes, that's one of the environement map hdr's and I see it too.

sorry I totally failed to understand the problem, there were enough hints in what you said ("depending on camera angle", and later "painted black", but some words threw me off course (painted with shader, voxels (as soon as you paint on high poly it ceases to be voxels and becomes surface mesh)

 

image.thumb.png.691369070f07a6b7ccb398b7d97f9da8.png

Edited by Silas Merlin
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Hi. Since a sculpt layer seems to be destroyed if you bake onto it, or even fill it with the paint bucket tool, could it be possible to add a warning before changing the sculpt layer with a non sculpt action? Or automatically colour code a layer with a sculpt data to make it clearer? Thanks

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12 hours ago, Andrew Shpagin said:

28.07.21 2021.15

- Build tool in voxels replaced with Build based on VoxelBrush engine. It is as accurate and smooth as the original Build but has better control, settings, and speed. Airbrush still remains, but I see no advantage in it, build does the same, but better.

With default settings I found Build tool to act more like Extrude, but after some tweaking I did manage to get something similar to the old build tool and it felt nice(r).

I don't see Airbrush tool, where is it located ?

image.png.b60737938300057a0ba2a34d2440c621.png

As for the usefulness of having airbrush in addition to build, I don't know if this can save the tool, but here is how I personally use it in 4.9 :
I don't like presets, I prefer to use the tools in the left tool bar by themselves, and I combine them with strips or whatnot manually when needed.
In this scenario, I find it useful to have different tools with different stroke mode that I do not need to change constantly.
sometimes, I need to ptoject a stencil on the whole voxel object from camera. For that I like to use Airbrush which I set up permanently with the rectangle tool.

So, in my case, it has a single, limited, yet useful function.
What do others think ?

 

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  • Carlosan changed the title to 3DCoat 2021 development thread
2 hours ago, Silas Merlin said:

With default settings I found Build tool to act more like Extrude, but after some tweaking I did manage to get something similar to the old build tool and it felt nice(r).

I don't see Airbrush tool, where is it located ?

image.png.b60737938300057a0ba2a34d2440c621.png

As for the usefulness of having airbrush in addition to build, I don't know if this can save the tool, but here is how I personally use it in 4.9 :
I don't like presets, I prefer to use the tools in the left tool bar by themselves, and I combine them with strips or whatnot manually when needed.
In this scenario, I find it useful to have different tools with different stroke mode that I do not need to change constantly.
sometimes, I need to ptoject a stencil on the whole voxel object from camera. For that I like to use Airbrush which I set up permanently with the rectangle tool.

So, in my case, it has a single, limited, yet useful function.
What do others think ?

 

Hover build - see airbrush. Please show settings that are closest to original build.

And you may duplicate any brush and construct airbrush as a different version of build.

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