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31.07.21 2021.17

- Curve based tools (tube/muscle, toothpaste)respect pressure controls - radius and depth. If the stroke is fast&dirty the whole stroke is divided into chunks to avoid dirty self-intersection.

- Sharp edges over the curve tool are now correct, without self-intersections. Compare:

image.png

- Fixed issues related to Curves->Import image as mesh. Now curve well previewed, cleaned up before inserting into the scene. And work for old curves approach as well if active now.

- bug reports analyzed, several potential instabilities fixed.

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29 minutes ago, Andrew Shpagin said:

- Curve based tools (tube/muscle, toothpaste)respect pressure controls - radius and depth. If the stroke is fast&dirty the whole stroke is divided into chunks to avoid dirty self-intersection.

Excellent, thank you !

-If the stroke is started in the void.... it has zero depth until it hits an object.

-If your stroke is fast enough, you can avoid the snapping to a distant object, which is nice, but... a tick box to disable it entirely would be nice.

 

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On 7/22/2021 at 2:38 PM, Andrew Shpagin said:

eople who want to help with translation

 

4 minutes ago, Silas Merlin said:

Excellent, thank you !

-If the stroke is started in the void.... it has zero depth until it hits an object.

-If your stroke is fast enough, you can avoid the snapping to a distant object, which is nice, but... a tick box to disable it entirely would be nice.

 

It would be useful to have a way to manipulate a drawing plane or stroke origin point using the 3D mouse in real time.  So instead of changing the view, there could be an option for the 3D mouse to move around a depth/orientation plane.

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3 minutes ago, gbball said:

 

It would be useful to have a way to manipulate a drawing plane or stroke origin point using the 3D mouse in real time.  So instead of changing the view, there could be an option for the 3D mouse to move around a depth/orientation plane.

I'm not convinced.

I played with the N key to move objects in combination to 3d mouse. I really tried, spent some time with it, on different days.
It's really a fun novelty, yes. but. I'd love to hear about someone who has really put it to practical use.
My conclusion was/is that I want the 3d mouse for... navigation. So, I would/will use the trace mode, yes, but not with the N key.
(and in fact it is not really a novelty, Second Life has has it for years, but I have never heard of anyone who uses it. It is just not practical, because while you manipulate the object you lose the ability to navigate... and without the ability to navigate it become impossible to judge the real position of the object, because you are in 2d the whole time).

Your suggestion is appealing, but I think it would be like what I just described. a nice novelty, probably not practical.
As it is, it is possible to define the stroke origin point by "touching" an object at the distance at which you want your stroke to start. Normally you can then move into the void (being careful not to touch anyting else) before you start your stroke (except at present if you do that with muscle tool your stroke depth will be zero).

No, what would be really nice would be to be able to manipulate the stroke origin some other way, (and to manipulate an object N-key style too).
For that, the only thing that would make sense to me would be to do it with hand gestures in the air. (kinect style).

 

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A short while ago I sent a bug report for 2021.17 , experiencing some initial crashes on repeat attempts with the muscle/tube tool using alpha on a roughly 500k vox layer, while it was fine in 2021.16

I think my bug report can be safely dismissed after all, because after a while the crashing ceased completely and it works fine now without any problems:unknw:

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1 hour ago, poeboi said:

A short while ago I sent a bug report for 2021.17 , experiencing some initial crashes on repeat attempts with the muscle/tube tool using alpha on a roughly 500k vox layer, while it was fine in 2021.16

I think my bug report can be safely dismissed after all, because after a while the crashing ceased completely and it works fine now without any problems:unknw:

I got up to 40mil and i got bored but... I tried all the stroke tools and they were fine I couldn't replicate it

crashtry.jpg

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2 hours ago, poeboi said:

A short while ago I sent a bug report for 2021.17 , experiencing some initial crashes on repeat attempts with the muscle/tube tool using alpha on a roughly 500k vox layer, while it was fine in 2021.16

I think my bug report can be safely dismissed after all, because after a while the crashing ceased completely and it works fine now without any problems:unknw:

nope it does crash you're correct lol i wasn't using alpha

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4 hours ago, Silas Merlin said:

I'm not convinced.

I played with the N key to move objects in combination to 3d mouse. I really tried, spent some time with it, on different days.
It's really a fun novelty, yes. but. I'd love to hear about someone who has really put it to practical use.
My conclusion was/is that I want the 3d mouse for... navigation. So, I would/will use the trace mode, yes, but not with the N key.
(and in fact it is not really a novelty, Second Life has has it for years, but I have never heard of anyone who uses it. It is just not practical, because while you manipulate the object you lose the ability to navigate... and without the ability to navigate it become impossible to judge the real position of the object, because you are in 2d the whole time).

Your suggestion is appealing, but I think it would be like what I just described. a nice novelty, probably not practical.
As it is, it is possible to define the stroke origin point by "touching" an object at the distance at which you want your stroke to start. Normally you can then move into the void (being careful not to touch anyting else) before you start your stroke (except at present if you do that with muscle tool your stroke depth will be zero).

No, what would be really nice would be to be able to manipulate the stroke origin some other way, (and to manipulate an object N-key style too).
For that, the only thing that would make sense to me would be to do it with hand gestures in the air. (kinect style).

 

Actually, what you can try Silas is ghosting the layer and changing the pick behaviour to act, but don't pick.  That should help in the situations where you draw over existing geo.

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8 minutes ago, Elemeno said:

anyone else got a slight lag when fast movement left to right its become unresponsive.. not sure if its my end or not but blender at 2 mil is a lot more responsive

You forgot to write the parameters of the brush, what tool.
There is no need to compare warm to soft.
Also, the result depends on the size of the mesh.

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Posted (edited)
9 minutes ago, Gorbatovsky said:

You forgot to write the parameters of the brush, what tool.
There is no need to compare warm to soft.

sorry that was silly of me, for me the clay thick layer is very slow in voxel mode 

thick layer parameters

thicklayertool.jpg

the responsiveness is quite slow.

and the voxel tools grow tool crashes me instantly 


 

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7 minutes ago, Elemeno said:

can anyone else check the carve tool on voxels please.. mine isn't doing anything at all

Carve tool works here but it seems that after a tool has been updated in a new build you may need to right click it > restore default.
Except that of the pure voxel tools, only Build and 2d-Paint seem to have that option.

The build tool did not work for me at all when it was reintroduced, until an ulterior version.

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Since there are no dx versions or 32bit users you can rename 3DCoatGL64 to 3DCoat2021_buildver. 

I am very happy that you released 2021. It has a great potential! Don't hide.

All the best,

Niklas

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31.07.21 2021.18

- Very important changes in brushing, First, if the pen touches the tablet and you paint something exactly all trajectory that was really drawn on the tablet will be drawn in the model. It makes drawing really responsive, solves the problem of "backstroke" mentioned before in TabletPC mode, solves the problem of shorter strokes than actually drawn. This should strongly improve the drawing experience.

- Offset problem principally fixed. But currently (at this build) at a cost that all rendered 1:1 in screen resolution without system scaling, so UI looks smaller. Probably you will need to set Large font for 4K monitors. Or use custom. Generally, I like how it looks on my 4K monitor, much sharper. This solution is still under the consideration.

-  Fixed crash in muscle/pen, toothpaste.

 

Treat this build as BETA because of that two big changes, then need at least a short time to be tested.

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On 8/1/2021 at 5:11 AM, Andrew Shpagin said:

Sharp edges over the curve tool are now correct, without self-intersections. Compare:

image.png


This seems like a really cool feature.!
Can you possibly make it used for custom spline models as well?

 

1428710555_bandicam2021-08-0213-21-55-694copy.thumb.jpg.9b33e697057e570b4e7762103097180e.jpg

If you adjust the Normal/Tangent scale values using a simple custom model, it will be a great curve tool that can create a wide variety of shapes :D

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2 hours ago, Tubor said:

When I use the grid display mode, the grid will jump, please deal with it in timeGIF.thumb.gif.17889394f5f2967a0e674e2dfbcc9a2b.gif 

Is it regular wireframe mode? Activated with W? Or there is something additional? Does it becomes green without additional actions? Just after a short time after activation with W?

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On 7/30/2021 at 4:17 PM, Silas Merlin said:

2 : If you wish to bake light without environement, use "light from render room" instead of "BAKE_LIGHT_AND_REFLECTIONS"
(you could also still bake with reflections but disable the environement as source of light in the render room. Set up your own lights instead (not tested but should work)

 


I think that you may implied a parameter, Map Type of "Light Baking Tool"(below), I did not use this tool explisitly. In my understood, baking of reflection was implicitly done in a process of a smart material's.

 

> 3 : you have painted the object with a smart material, therefore now the shader you select in sculpt room has little to no effect. (if a shader uses a normal map this will still show at least)
 

At least I see that both of results, smart material and shader. I'd never felt any probs in this behavior in 4.x, how baking may or may not includes reflection of an environment should   confuse me in 2021.

But If only it was not the watermark that what's saw in reflection, I thought that was  cool new feature.

 

image.thumb.png.e8902f1c09dce2c0debd239827654e9e.png

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