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3DCoat 2024 development thread


Andrew Shpagin
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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
  • Member
On 1/19/2022 at 4:11 PM, Daffyd said:


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

OK sry I am noticed that my displacement Maps I bake are really Bad but found an different 3DC Thread with the displacement topic.

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53 minutes ago, Carlosan said:

Sorry but, 2. imported Albedo + Normal Map

Normals are ok or inverted ? Try Import > FlipG channel

Hi the normals are ok. I only expected normal maps to be baked as details in the highpoly, which seems to only be the case with displacement maps. But I haven't managed to generate a displacement map that transfers these details well.


My goal is to find a workflow for quick posing outside of 3DCoat. What I want is to create a highpoly, then make it lowpoly via autopology, bake maps, then rig it via mixamo, pose it and import the posed mesh back to 3DC and use the maps to bring the details back to the highpoly. With this I want to iterate the final pose for 3D printing faster.

Hope that make sense

Edited by Daffyd
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3DCoat-2021-92 
Thu Jan 20 21:16:56 2022 +0200

- Hotkeys are now local in different room. You may assign same key for different actions in different rooms. For example, same key for transform in sculpt and transform in retopo.

 

This is one of the happiest news I've been using 3D Coat :D

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12 hours ago, Daffyd said:

Hi the normals are ok. I only expected normal maps to be baked as details in the highpoly, which seems to only be the case with displacement maps. But I haven't managed to generate a displacement map that transfers these details well.


My goal is to find a workflow for quick posing outside of 3DCoat. What I want is to create a highpoly, then make it lowpoly via autopology, bake maps, then rig it via mixamo, pose it and import the posed mesh back to 3DC and use the maps to bring the details back to the highpoly. With this I want to iterate the final pose for 3D printing faster.

Hope that make sense

Converting Normals->displacement is a challenging task. I know how to recover, it is used in materials, you may pick normal and get displacement, but it is much more difficult for uv-mapped models. I think there is no software that can do this. Some day I will implement it, but now it is not done.

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3 hours ago, Yousung said:
3DCoat-2021-92 
Thu Jan 20 21:16:56 2022 +0200

- Hotkeys are now local in different room. You may assign same key for different actions in different rooms. For example, same key for transform in sculpt and transform in retopo.

 

This is one of the happiest news I've been using 3D Coat :D

Yeaay! That is indeed fantastic. :good: 

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31 minutes ago, Andrew Shpagin said:

Converting Normals->displacement is a challenging task. I know how to recover, it is used in materials, you may pick normal and get displacement, but it is much more difficult for uv-mapped models. I think there is no software that can do this. Some day I will implement it, but now it is not done.

thank you very much for the clarification.

Here is a workaround : in addition to importing your model and textures, go to the textures menu > import > displacement map > (import your diffuse there)
this will be taken into account when subdividing into sculpt room.

Yes I know it is not the same as recovering normal map data, but at least it is something. diffuse is sometimes used that way for 3d-Scans to create a little bump. It is "fake", but it works.

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Hi.

-In Voxel Mode-

The Copy Clay Tool changes the model to Surface Mode after leaving the tool. This not good because I work on a large voxel Model, and I often convert by accident. 

there is a workaround, you can switch to an empty layer, before you exit the Copy ClayTool. Then the 'big' model stays in Vox Mode.

I find the tool very useful for cloning small parts of scanned patterns. I like to work in Vox Mode so the surface cant get screwed.

Thank you!

Incompatibility of the assignment of a hot key for the =same= function for different tools.

The same function "Align to view" seems to be written differently.

When I assign a hot key for the Align to view function (for example) in the Transform tool, the same hot key is removed for the same Align to view in curve transformation mode, for example.

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