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3DCoat 2024 development thread


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Posted (edited)

A small bug: The new Scene Scale Master, only affects visible objects, not the whole scene.
So when making a human size model huge (10x) covering the whole grid, for the Autopo to work, any currently hidden object remains small, so you end up with all your objects at different size.
 

 

Edited by liok
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9 hours ago, Elemeno said:

image.thumb.png.ef1eca5c363dff66bc27f33500d18fbe.png

crash while masking angulator brush , happens everytime with a mesh at 4 million tris

I tried to create a mask at different resolutions up to 11 million, and had no crash. Did you mean that you create a simple mask with the Angulator tool active...nothing special...just a regular brush selection? If you could send a crash report, that would tell Andrew whether it is a driver issue or something hardware based. I used a brush > cleared the selection and then clicked on the MASK EDGES button = No crash.

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1 hour ago, AbnRanger said:

I tried to create a mask at different resolutions up to 11 million, and had no crash. Did you mean that you create a simple mask with the Angulator tool active...nothing special...just a regular brush selection? If you could send a crash report, that would tell Andrew whether it is a driver issue or something hardware based. I used a brush > cleared the selection and then clicked on the MASK EDGES button = No crash.

its when i apply the tool it just hangs and doesnt pull through , it could be my end though i have an old cpu i have a 10900k

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The dividing lines in the context menu highlight when hovered, and seem to execute the function that's listed right underneath when clicked (in this case 'Fill Entire Layer')

Seems to me they shouldn't highlight at all, and also shouldn't run any function when clicked.

image.thumb.png.a24011dd46f97154579ca80e90828a97.png

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1 hour ago, Elemeno said:

its when i apply the tool it just hangs and doesnt pull through , it could be my end though i have an old cpu i have a 10900k

I have the same one, so it may not be that. Did it send the automatic Crash Report?

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44 minutes ago, AbnRanger said:

I have the same one, so it may not be that. Did it send the automatic Crash Report?

nah just hangs and doesnt recover so strange normally i leave it a minute and it sorts itself 

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moving an autopo'ed mesh from retopo room into sculpt room replaces the high poly mesh or keeps the meshes layer but deletes everything inside the layer

also edge flow is destroyed when subdividing inside sculpting room after retopologizing the high poly mesh (reason) when doing hard surface i retopo a high poly mesh and subivide it giving a clean smooth surface , however any edge is destroyed because everything is turned into triangles 

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It is how 3DC works. 
Retopo/modeling works based on CC subdivision.
Sculpt is based on Loops subdivision.
Sculpt Layers are baked into one layer when we move to voxel or retopo meshes.
Currently there is no plan to migrate from loops subdivision to CC on Sculpt room.

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Posted (edited)

3d-coat v2024-23 doesn't execute on windows10.

does anyone have same issue? :shok:

Edited by jene
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Posted (edited)

Issue I just ran into, the layer names in the Clip Mask section don't reflect the actual layer names. I'm sending the file to support. This is still in 2024.16 because we're finishing up a project and the deadline's close, so I won't take any risks with updating software.

 

Somehow things got in a detached state, but renaming 'Paint' to 'Painting' and then to something else fixes the issue.

Edited by Mighty Pea
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This issue was solved on version .23

Please test it on you next project.
And please confirm if all your previous reported issues were fixed.
thanks

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Posted (edited)

In retopo room, the symmetry has some merging feature, but its threshold seems always too great, so it keeps merging all vertices one loop away from the symmetry line:
image.thumb.png.ee49adda100436cb3a07912a8e902200.pngimage.thumb.png.08f2ebb6e19ec117c1784e7e462cd475.png

And I don't think there's any way to reduce this threshold, so it doesn't merge everything like that in the center. It does that on any project recently.

And this issue gets even worse with the Symmetry Bake bug (baking messes your mesh if symmetry is ON on active sculpt object in retopo room)
Because if you forget to deactivate symmetry on your sculpt object, your paint object is messed up during baking as it's destroyed by the vertex merge threshold of the symmetry.
This is the exported paint object, with sculpt summetry ON during bake, it's messed up on the whole symmetry line:
image.thumb.png.ed68d743a9a827dc8e5b8b1c23cc8d0b.png
And this is the correct paint mesh is symmetry is OFF on sculpt object when baking:
image.thumb.png.b0bfab3079c1d31870789a2d7940f05f.png

The solve would be:
1) BAKE does not get affected by current symmetry settings (on sculpt object) IT JUST BAKES the retopo as is, does not change it, symmetrize it, merge vertices in the background. It just makes sure your paint object IS the SAME as your reotpo object.

2) Remove or give control over this vertice proximity merging threshold.

Edited by liok
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On 7/13/2024 at 4:51 PM, Elemeno said:

moving an autopo'ed mesh from retopo room into sculpt room replaces the high poly mesh or keeps the meshes layer but deletes everything inside the layer

also edge flow is destroyed when subdividing inside sculpting room after retopologizing the high poly mesh (reason) when doing hard surface i retopo a high poly mesh and subivide it giving a clean smooth surface , however any edge is destroyed because everything is turned into triangles 

I am not getting the result you mention except the subdivision. Yes, it uses Loop Subdivision, however, even though it is triangulated, it still maintains much of the topological flow until you completely remesh the Surface mode object (like hitting the ENTER key...similar effect as DynaMesh in ZB). If poles become a problem for you, try to make sure you have REMOVE STRETCHING enabled in the Toolbar. That remeshes (dynamic remeshing/subdivision) only under your brush.

https://app.screencast.com/3PHM2LT5h5eDP

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9 hours ago, liok said:

In retopo room, the symmetry has some merging feature, but its threshold seems always too great, so it keeps merging all vertices one loop away from the symmetry line:
image.thumb.png.ee49adda100436cb3a07912a8e902200.pngimage.thumb.png.08f2ebb6e19ec117c1784e7e462cd475.png

And I don't think there's any way to reduce this threshold, so it doesn't merge everything like that in the center. It does that on any project recently.

And this issue gets even worse with the Symmetry Bake bug (baking messes your mesh if symmetry is ON on active sculpt object in retopo room)
Because if you forget to deactivate symmetry on your sculpt object, your paint object is messed up during baking as it's destroyed by the vertex merge threshold of the symmetry.
This is the exported paint object, with sculpt summetry ON during bake, it's messed up on the whole symmetry line:
image.thumb.png.ed68d743a9a827dc8e5b8b1c23cc8d0b.png
And this is the correct paint mesh is symmetry is OFF on sculpt object when baking:
image.thumb.png.b0bfab3079c1d31870789a2d7940f05f.png

The solve would be:
1) BAKE does not get affected by current symmetry settings (on sculpt object) IT JUST BAKES the retopo as is, does not change it, symmetrize it, merge vertices in the background. It just makes sure your paint object IS the SAME as your reotpo object.

2) Remove or give control over this vertice proximity merging threshold.

Isn't the "mirror snapping" (when symmetry is on) working as merging threshold?

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this isnt very important but i see on your youtube channel you have alot of videos for all tools and features , would it be possible to link those to the tools so you could maybe hold ctrl over a tool and a link will appear that you could watch to show you how to use said tool?

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11 hours ago, Elemeno said:

this isnt very important but i see on your youtube channel you have alot of videos for all tools and features , would it be possible to link those to the tools so you could maybe hold ctrl over a tool and a link will appear that you could watch to show you how to use said tool?

In the Paint and Retopo Rooms, you can hover your cursor over most of the tools and hit F1 to go to the video tutorials for those. I will soon try to link the ones in the Sculpt Workspace as well.

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11 hours ago, AbnRanger said:

In the Paint and Retopo Rooms, you can hover your cursor over most of the tools and hit F1 to go to the video tutorials for those. I will soon try to link the ones in the Sculpt Workspace as well.

you lieee...... is this true?

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3 hours ago, Elemeno said:

you lieee...... is this true?

Just hover your cursor over the tool and if you see a little youtube icon at the bottom of the tooltip, it will say that hitting F1 on your keyboard will take you to the tutorial for that tool.

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1 hour ago, AbnRanger said:

Just hover your cursor over the tool and if you see a little youtube icon at the bottom of the tooltip, it will say that hitting F1 on your keyboard will take you to the tutorial for that tool.

thats amazing... this isnt prompted  anywhere when you open the room , this is amazing for new users

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I just installed the newest update that deals with the Blender Addon, the problem is that I can't determine which of the two addons is the current version. Is it the built-in "Core" version numbered. 5.0.0 (the same as the previous) or is the 4.9.35 in the user/roaming directory? If it is the core version numbered 5.0.0, will it be overwritten when I install the next update of Blender?

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surface mode noise tool, i dont ever use it as its quite limited , could we maybe get a slot we can use a tileable texture to create the noise? this would help so much in wrinkles, clothing hatches etc

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