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3DCoat 2022 development thread


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54 minutes ago, Andrew Shpagin said:

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.

I should have said "closest to the original build tool the way I use it" which can't be true for everyone.
Anyway here is what makes the difference : "Use buildup", depth and opacity pressure, 3rd default alpha
image.png.4cb2f6b758e49e586a7ef83ec5733f84.png

 

New problems I saw just now :


-right click build > duplicate > rename > click ok >> nothing happens, the duplicate tool does not appear in the left tool bar.

-defaut E keyboard shortcut for strokes mode panel has no effect (panel does not appear)

-when you change keyboard shortcut for stroke mode and make it work, there is a discrepency in the display as to what is the active mode
image.png.3646ac327374fa522c530422a308ea7c.png

-when you close Coat and reopen, the build tool reverts to default alpha despite having these options ticked in preferences :
image.png.cc5df6fab1c26f8a1992a07e30aa419a.pngimage.png.510f76723d1a66ebc6674a26123638a6.png

 

 

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1 hour ago, iRadovsky said:

Hey guys - is there the way to upgrade from node-lock to floating to make 2 computers run 3DC at the same time at my home?1551430912_Screenshot2021-07-29at18_19_18.thumb.png.09b95aa4d0147fb76cb57092ba712c9d.png

Thanks for your request. First off, there're no Floating licenses for individual use as of today - that solution was designed for companies, where multiple users could use 3DCoat at alternate times under one and the same 'seat'. The Floating license also requires a local server setup, which manages the use of the 3DCoat license accross the computers connected. If your target is to have 3DCoat run on two computers simultaneously, you'd need to have two 'seats', which essentially means two license keys. Which in turn, makes it an expensive way to proceed. 

Therefore, as of today, we don't have a fitting and affordable solution for your case as the only way to make it work is to have two full licenses on hands.

We'll think about such an option, if a better solution could be implemented. For the moment though, the path described above would be the only one to achieve your goal.

 

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1 hour ago, iRadovsky said:

@3DC Support

So this function can be available in some reasonable time?

1709751911_Screenshot2021-07-29at18_20_50.thumb.png.a3834938426984ceeee3ecc26ce918de.png

 

Don't have an answer yet, to be honest. But we'll discuss internally if we could technically provide an option better than two separate licenses for simultaneous use. 

For the moment, for your own use, you can install one and the same license on two computers and run the program on both, but not simultaneously.

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1 minute ago, 3DC Support said:

Don't have an answer yet, to be honest. But we'll discuss internally if we could technically provide an option better than two separate licenses for simultaneous use. 

For the moment, for your own use, you can install one and the same license on two computers and run the program on both, but not simultaneously.

Would be great to have this option - just for family! Thanks!

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On 7/27/2021 at 9:09 AM, digman said:

Windows 2021.12

I did not mean to start a new topic so posting here as well.

Resampling in Surface mode creates a voxel triangulation method model. This is not good.

Years ago when switching from voxel mode to surface mode it kept the voxel triangulation method. This was discovered that it causes artifacts in surface mode sculpting . The issue was addressed to Andrew it was fixed. 

The same problem is created when resampling a model in surface mode.

The resampling in surface mode needs to keep the surface mode triangulation method.

I uploaded an image.

Surface mode:

Left side Surface mode triangulation method, Right side after resampling, Voxel triangulation method.

before after.JPG

Im getting the same issue in 2021, once I resample the mesh in surface mode it starts to be ruff and unpredictable.

Images: Standard large sphere surface mode, other is resampled up to 250k and the mesh looks and acts strange. Only occurs when hitting resample.

 

3DCOAT2021_Surface1.jpg

3DCOAT2021_Surface2.jpg

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16 hours ago, Silas Merlin said:

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

 

Thanks for your help!

Finally I figure out the issue and steps to reproduce it.


1.In Sculpt room, apply reflective shader, eg: Glass1, to voxel volume.

2. In Paint room, fill a whole of volume with smart material, eg: dirt_2, to calculate occlusion and carvature. (here bake an environment which includes the watermark to some internal texture  so that a shader or the volume has a reflection term)

3. Back to Sculpt room, then apply non-reflective shader, eg: ColonialMarple. (but still remain a reflection term. The shader which has no reflection but the volume has)


Here there are my 3 questions.


1. In step-2, is it a spec that baking includes an environment?

2. After step-3,  a reflective term still remains on the volume despite non reflective shader's applied. Is it a spec? (at least I didn't see this in 4.x)

3. is it copyright-safe for baking an environment which has watermark?

 

regards,

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3 hours ago, roentgen said:

 

3. is it copyright-safe for baking an environment which has watermark?

 

 

apparently no.. unless its for teaching etc.... not 100% sure just a Quick google

Edited by Elemeno
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9 hours ago, roentgen said:

1. In step-2, is it a spec that baking includes an environment?

2. After step-3,  a reflective term still remains on the volume despite non reflective shader's applied. Is it a spec? (at least I didn't see this in 4.x)

 

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)


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)
 

Edited by Silas Merlin
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On 7/25/2021 at 10:09 AM, Andrew Shpagin said:

So, on 11 for PC it works correctly? But 09 does not even on PC? There was an essential fix for voxel brushes in 11.

Thanks for the updates, your time and your hard work.

I have downloaded version 2021.15 mac and the issue persists.
I can't get the tablet to work properly, I still have that lag between strokes. (I have to wait a couple of seconds between strokes for it to work again. The issue appears in my sculp and paint room)

On the other hand, in my version of 3dcoat 4.9.72 it works perfectly.

I was not sure if it could be from my tablet but I have tried several and it remains the same. I don't know if this problem can be caused by external factors.

Does any Mac user have this same problem?

Thank you very much for your help.

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The Fill and Super Relax tools in surface mode are great, and I've been using them, but when I try to fill a surface that is near a narrow valley with a steep angle, I get a deformation that pulls on the other side.

I've tried hiding the other side and freezing it, but the pulling phenomenon remains the same.
Is there any way to limit the angle of the affected side, or make it so that it is not affected by the hidden or frozen side?

20210730_171717.jpg

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1 hour ago, kt2 said:

In 4.9, I can rotate the light source/HDRI by holding down Ctrl+Shift+LMB and moving the mouse.
The shortcut doesn't work in 2021.
Is it gone or can I set it up somewhere in the Preferences?

Figured that one out - the HDRI rotation shortcut doesn't work once the new Curve Editor is active.

Once in Fullscreen, the Curve Editor disappears from the top bar - so I wasn't aware that it was still active.

Closing the Curve Editor reinstates the HDRI rotation by shortcut functionality.

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On 7/28/2021 at 2:43 PM, SreckoM said:

Works flawless on latest Ubuntu and Fedora!

Thanks for your kind words and thanks that you have noticed details! I have a question for you. There are two Linux-users who reported that the menu "Bake > Bake w/ Normal Map" crashes "3DCoat". They both are using "21.04". But I am unable to install "21.04" on my system (black screen after EFI, no errors from GRUB). "Bake w/ Normal Map" is working ok on my "20.04". Are you using "21.04"? Is "Bake w/ Normal Map" working on your system?

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30.07.21 2021.16

- Old splines (from 4.9) may be enabled in preferences in the beta section. In this case, both approaches will work - new curves and old splines as different modes in E-panel.

- Fixed erratic artifacts in the toothpaste tool. This started the polishing round over that sort of tools.

- Snake/muscle/toothpaste tools streamlined and polished - more accurate stroke, smoothing, snapping now has sense, huge values of smoothing - as well (if need almost straight line). Muscle was renamed to Tube/muscle and has now two additional profiles - Bar and Alpha.

- Z-up option works correctly with spline-based tools.

- Relaxing algorithm for all similar tools updated.

- Pose tool in object mode sets gizmo into the center mass of selection and directs the axis along the main axis. It allows manipulating disconnected areas easily.

- Fixed lack of relaxation over the curvature map generated in ptex/mv approach. Now smooth degree is actual for mv/ptex curvature calculation. The curvature is calculated now correctly for ptex.

- Fixed problem when you can't duplicate stacked tool (like Build).

- UI problems of voxel brushes solved, better defaults, possibility to "Restore default".

- Brush engine streamlined, settings in the "Brush options" tabs are invisible if they preset in the tool (like spacing, jitter, paint w/ dabs). It is important to avoid confusion - were we to change parameters?

- Fixed loading of Curve nodes. (Previously, they loaded differently each time)

- Fixed problem when the UV-sets count is different in UV and paint rooms. This was happening if the names of UV sets are not unique. Now UV room synchronized with Paint as soon as UV-sets count difference detected.

- Fixed problem that Carve+CTRL now follows the alpha shape, better default Build.

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First thing I wanted to try with new build caused a crash.
I tried to capture it in video but could not (no crash after restart)
Steps :

-choose voxel sculpting on splash screen
-choose bust
-right click build tool > duplicate
-hover over build > end key > CTRL+1 (to assign hotkey)
-hover over new copy of build tool > end key > CTRL+2

-press CTRL+1
-press CTRL+2 > instability warning > save > 3dc closes

upon reopening 3d-Coat the hotkeys are still there, they work correctly, no more crash.
I could not start over because new problem : it seems that it is not possible to remove a hotkey (I expected del key to delete my temporary hotkey).

 

 

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1 hour ago, Andrew Shpagin said:

- Old splines (from 4.9) may be enabled in preferences in the beta section. In this case, both approaches will work - new curves and old splines as different modes in E-panel.

It's nice to have an option to keep using those alongside the new type - both are useful in their own right!

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1 hour ago, Andrew Shpagin said:

 

- Snake/muscle/toothpaste tools streamlined and polished - more accurate stroke, smoothing, snapping now has sense, huge values of smoothing - as well (if need almost straight line). Muscle was renamed to Tube/muscle and has now two additional profiles - Bar and Alpha.

the following does not truly bother me but I find it does not really make sense :
Why are the tool options for the muscle tool on the top bar rather than in the options panel like for (most?) other tools ?

The Bar profile looks quite interesting, as for the alpha profile, I think it is brilliant and opens new possibilities.

It is still so very frustrating that there is no way to prevent the muscle tool from snapping to a distant object.

Radius pressure still has no effect on muscle tool.

What is "points to polygon" doing there in the sculpt room ? (look at end of video)  It would make sense if it were a "temporary" retopo layer, with options in the tool options panel to import it as surface, or as voxels into the current layer with thickness, or as cloth,  and a button to delete the temporary retopo layer.

 

1 hour ago, Andrew Shpagin said:

- UI problems of voxel brushes solved, better defaults, possibility to "Restore default". 

Build tool does not have "restore default"  (only "restore default ordering")


 

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@SERGYI Using GDB and "run > output" from inside the the 3DCoat2021.09 Folder I got this. I may have done this already. Again, I dont know if this helps.

Thread 1 "3dcoat" received signal SIGABRT, Aborted.
__GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:49
49    ../sysdeps/unix/sysv/linux/raise.c: No such file or directory.

 

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  • Carlosan changed the title to 3DCoat 2022 development thread

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