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3DCoat 2024 development thread


Andrew Shpagin
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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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It looks that translation of the coord system does not work for working with Blender(addon, Z-up).

There is a check box, "Z-up coord system", in import/export dialog. If I check this, the model shall be rotated in Blender.  It looks that's not only  rotate the coord system of 3d-coat but vertices.
 (If I don't check this, it looks good, only the pivot point away)
But the dialog wouldn't be always appeared -- In "Reference Mesh" mode, this dialog is not shown, and so the model still fell over the X-axis.

 

image.png.30cd49b855cb39c8a6b425ab95e016fb.png

  • Reputable Contributor
1 hour ago, Yousung said:


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

Exactly!!! I was going to ask about this, personally, because this has been an issue when trying to create BEVELS  for hard surface objects. It can often leave self-intersecting messes.

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9 hours ago, Andrew Shpagin said:

- 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.

The smaller UI is actually pretty uncomfortable at 4K. Even setting things to Large, it's still noticeably harder to work with than the last version. For those of us with glasses, I can see prolonged sessions becoming headache inducing.  On 32" (3840x2160), Large feels impractically small.

ATM, setting custom font seems to freeze on my system (i9 14-core, 64GB RAM, SSD, Win10, etc.). The only practical solution in this version is to override the High DPI settings in the EXE compatibility. 

Maybe you could provide an Extra Large setting that sets the scaling back to what it was. Alternatively, maybe you could just give us a slider or numerical entry box for custom UI scaling. This way, you can still have the 1:1 as a default, but give users of all vision types - including those with impaired vision - a fighting chance. :)

Edited by cookepuss
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3 hours ago, roentgen said:

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.

Actually, "light from render room" is not necessary anymore, because you can achieve the same result by using "light and reflections" in flat shading mode (maybe that is a bug?).
Would that be less confusing ? I am not sure.

Edited by Silas Merlin
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  • Advanced Member

Hi, I found  two very annoying bugs, the color picker is not working if you chose a color and switch to fill tool for example is switching back to previous color. The second one is the fill, fill with erase is not erasing is just filling with color.

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@Andrew Shpagin
video is here, the second one

7 minutes ago, Juan Carlos Montes said:

Hi, I found  two very annoying bugs, the color picker is not working if you chose a color and switch to fill tool for example is switching back to previous color. The second one is the fill, fill with erase is not erasing is just filling with color.

 

  • Advanced Member
21 hours 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

3DC 2021.15 Mac

Another one like this- when working with brush fast (for example rapid or clay brushes) - first surface touch doesn't make any stroke, .. it start to work only from second or third touch

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