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3DCoat 2022 development thread


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On 1/12/2022 at 8:51 PM, Silas Merlin said:

you can see at bottom left of screen that you are over 500 FPS.
go to preferences > viewport > tick : vertical synchronization.

image.png.d5a31c46e6fc27ace85bba9b068ff2de.png

I don't recommend VS because all what you will get is slower sculpt/paint. GPU is intended to work, why is it problem? 

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28 minutes ago, Andrew Shpagin said:

I don't recommend VS because all what you will get is slower sculpt/paint. GPU is intended to work, why is it problem? 


it felt like a problem because of fans whining loudly in graphics card, then noticing high FPS and thinking "I don't need that many FPS to work".

Now that you tell us it has a purpose I guess it is no longer a problem.
 

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On 8/9/2021 at 1:34 PM, digman said:
@Silas Merlin. 

I would like the ability to setup a scene scale in preferences and that will be the scale the scene stays at no matter what I import. 3DC would always open with that scene scale. I could changed it in preferences depending upon what I was working on.  We could have a choice in preferences of 3DC's default scale or meters, cm, feet, inches etc etc.

This would make it easier to jump between applications.  Also make 3DC more consistent in how it does scene scale.

---------------------------------------------------------------------

2021.91

FixedScale.jpg

Thanks !

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3 hours ago, Silas Merlin said:

Here is to illustrate in video the problem with CTRL+Extruder
digging into a cube, after a few stroke you see the tool is adding a disc(plane) all around the alpha.

 

 

 

i always thought this was intended... but i believe the outside of the alpha isnt a full 0,0,0

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21 minutes ago, Elemeno said:

i always thought this was intended... but i believe the outside of the alpha isnt a full 0,0,0

I am using the third default alpha as can be seen in the activity bar.

This behaviour is "new" and I hope it is not intended.

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On 1/13/2022 at 11:15 PM, poeboi said:

Hello, I would like to give some feedback on a behavior which is present with bend volume tool in sculpt room

1. if you're working on several curves with bend volume modifier attached to them, and each a separate object
2. Modifying any one curve, and simply performing undo (intended to undo manipulation of curve 1 step) 
3. It will result like in this video: all curves now get models replaced by last occurrence of bent model instead of what they had 


To me, this is quite undesirable, I have a need for bending multiple models simultaneously, and undo produces this, which I then have to fix pr curve by editing bend modifier and re-selecting the objects again


I wonder if it would be possible we can get new default behavior: always keep the original object OR something like a "lock" ? to prevent the bent models changing undesirably

thank you for any consideration!

Regarding this problem, I found out that (it works properly) undo does not change the object if:
the bend curve modifier is first applied → an object is picked from Sculpt Models panel instead of from VoxTree

in other words, if model to be bent is picked from sculpt models it works like I want to

wasn't aware that this was possible, it's actually very handy
for reference its
1. apply bend volume to a curve
2. simply click an object in sculpt models panel
in some ways this is more convenient too since don't have to have the models to be bent in vox tree

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repeating this report, problem persists

 

Annoying bug introduced somwhere on versions .81-88.   If you move volume by gizmoless hotkey, and then undo it, your previous brush gets unselected and more, if you select any volume in this state  with H key - it will switch  to surface without asking. Same happens with pose undo

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Vox Layer tool gets very confused on thin surfaces (which are created by vox layer too). Image below shows two masks one with ignore back faces on, one not. When applied results are unuseable.

Edit: Vox Layer and vox extrude both could use some love. Funky stuff happens when trying to use them.

3dcb01.jpg

Edited by Koray
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Hi, everytime I am using the newer Feature to Bake the subdivided Paint Mesh into sculpt room with Vertex color, 3DC is crashing. Has anyone else this Problem?  I tested 2021.91 and 2021.66 with different models. Crash Reports are on the way.

Cheers.

 

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45 minutes ago, Daffyd said:

Hi, everytime I am using the newer Feature to Bake the subdivided Paint Mesh into sculpt room with Vertex color, 3DC is crashing. Has anyone else this Problem?  I tested 2021.91 and 2021.66 with different models. Crash Reports are on the way.

Cheers.

 

Tried just now, twice, once with the target number of vertices 3d Coat offered, and a second time with a much higher number, resulting in a 25 million polygons mesh in sculpt room.

tested on .91 choosing paint uv mapped mesh on splash screen, then importing a model with a 2k texture.

 


That said, I got a crash trying to import a collada for this test.

Edited by Silas Merlin
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23 hours ago, Yousung said:

173722652_bandicam2022-01-1802-37-03-377.thumb.jpg.19cfc775b8c76693b01e0dff5695cbca.jpg

When using the Import tool on Voxel objects

If you use the Import w/o Voxelization option and the On Brush together, multiple objects are created.

It works fine if you create an empty surface layer first and work on that. 

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Hi!

If you hit the trashcan, the selection always jumps to the parent layer. It would be nice if the next up or down layer would be selected.

Then you could easily hit the trashcan symbol multiple times to remove unwanted parts without finding and reselecting each time.

Of course you can use shift though.

@Daffyd 'Bake the subdivided Paint Mesh into sculpt room' is the only one which workes (for me) with vertex colors.  I read somewhere that the texture resolution is multiplied and that determines the polycount of the sculpt model. My Models came to the Sculpt Room with 44 and 22 Million Polys. Which is too much for my machine, but it worked. And you can reduce afterwards. It takes some time.

Thanks!

Edited by Ctc_nick
typo
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18 hours ago, Silas Merlin said:

Tried just now, twice, once with the target number of vertices 3d Coat offered, and a second time with a much higher number, resulting in a 25 million polygons mesh in sculpt room.

tested on .91 choosing paint uv mapped mesh on splash screen, then importing a model with a 2k texture.

 


That said, I got a crash trying to import a collada for this test.

Thanks for reply!

It seemed to be a local issue from my side. I started my machine today and now it works without any crash. o.O

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Hello, new problem with "Take subdivided Paint Mesh into the sculpt room" feature.

Normal maps and displacement maps are ignored and are not baked into the highpoly as details. I only get the color map. Isn't that part of the feature yet?

Steps:

1. Imported Mesh into Paint Room
2. imported Albedo + Normal Map
3. In sculpt room "Take subdivided Paint Mesh into the sculpt room"

Then it is subdivided + color map but is missing all details

Details I expect here:

image.thumb.png.ca3c7ea9d758726da508edb06d193779.png

and details I get in sculpt room:

image.thumb.png.28888b0ac60394c29826bcd905b2c83e.png

Edited by Daffyd
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  • Carlosan changed the title to 3DCoat 2022 development thread

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