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3DCoat 2024 development thread


Andrew Shpagin
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On 12/23/2022 at 4:58 PM, poeboi said:

send 1:1 to Blender, quickly rig to pose it, send back

Maybe, it's better to do all this in 3DCoat?

Edited by Gorbatovsky
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On 12/22/2022 at 10:11 PM, poeboi said:

manipulate the object's shape by manipulating the curves

We are working in this direction.

In addition, there will be tools for surface and solid modeling.

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@Gorbatovsky

Hi there!
While this direction is my dream, if this could be Core Features this would more kick in as a rock 'solid' aspect of 3dcoat. More consequent, IMHO.
Of course extensions offer flexibility to the user. Anyway, you have me.
All the Best to all of you.

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On 12/24/2022 at 4:50 AM, gbball said:

That would be cool...so like being able to continue sculpting on a mesh that's been posed in Blender then brought back in?

Precisely, I think it'd be very handy :good:

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Problem 1 (video): I'm testing the new subd levels method, but I founded the algorithm is weird, I tested the subdivision with a simple cube, here I'll show you the subdivision method in maya compared with 3dcoat method, the same result in maya is the same in zbrush, blender, 3dsmax. 

Problem 2: I have assigned a matcap material, when I increase the subdivision, 3dcoat automatically changes the assigned material for a default material.

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7 hours ago, MJonathan said:

Problem 1 (video): I'm testing the new subd levels method, but I founded the algorithm is weird, I tested the subdivision with a simple cube, here I'll show you the subdivision method in maya compared with 3dcoat method, the same result in maya is the same in zbrush, blender, 3dsmax. 

Problem 2: I have assigned a matcap material, when I increase the subdivision, 3dcoat automatically changes the assigned material for a default material.

Hi MJonathan, I don't have the test builds, so cannot test this, but it looks like the first cube in your video is made up of quads, while the second cube in 3DCoat is composed of triangles.

This will certainly account for some difference between the two results. Would be worth testing with straight quad cubes in both for a better comparison.

Derek

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we've pointed this out before .. the benefits of quads over tris..

but these are separate .. dont use voxels.. voxels will be triangulated and give strange results but they are amazing for getting results fast

try the primitives in modelling room , but i believe 3dcoat doesnt use catmull clark SD ... so its their own way ...

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Although I'm not happy with the development lately, I still upgraded one more year to support Andrew and the crew. And so I can complain whenever I find something off :D Cheers :)

Edited by Koray
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2 hours ago, Elemeno said:

but i believe 3dcoat doesnt use catmull clark SD

Tool Smooth using catmull clark

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Still baking errors in displacement. No edges marked sharp on retopo mesh. Can anyone else confirm? Simple male model with a pbr shader set to "No Flat Shading" and simple sculpt detail. Used autoretopo and simple uv. Baked with per pixel displacement from retopo room. Bake of just normal map per pixel works just fine.

Screenshot from 2022-12-27 11-18-27.png

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Multires sculpting doesn't work well (at all) with smoothing brushes. Might already be a known problem because its really obvious, didn't check all the postings here.

Created a simple sphere as a test (didn't use multires sculpting feature before), added some bottom levels, switched to top level, sculpted something using some standard brushes, stepped down and up the levels, everything in order. 

As long as I don't use smoothing brush (SHIFT key). When I switch to top level, use the smoothing brush, then step down the levels, geometry is destroyed. Deep holes are produced (like some vertices merged into one vertex, then projected into the center of the object, see screenshot).

 

screenshot.jpg

Edited by wilson66
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1 hour ago, wilson66 said:

As long as I don't use smoothing brush (SHIFT key). When I switch to top level, use the smoothing brush, then step down the levels, geometry is destroyed. Deep holes are produced (like some vertices merged into one vertex, then projected into the center of the object, see screenshot).

 

screenshot.jpg

Hey, I think I had this exact problem
I had by accident enabled the "simplification" or "reduce" or something on the smooth tool, which decimates the surface to in a sense "smooth" it.
Could you check that you haven't enabled it?
Wish I was sat by pc with 3dcoat then I could show

If that's disabled then this is definitely not a desired behavior, if it happens by default

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4 hours ago, Gorbatovsky said:

Tool Smooth using catmull clark

ahh amazing! ... even though how much time ive spent playing with 3dcoat theres alw3ays still more features lurking about

 

hope your Christmas was as good as it could be .. families are all safe .. lets hope 2023 ends all this nonsense soon

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using latest version on win OS ?

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Yes latest version and Windows. Here is a sample. AO pass this time. I only ticked the screen space reflections. 

I reported this before (didnt know why it happened though) but then my license expired so I couldnt follow up :D

r3.jpg

Edited by Koray
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10 hours ago, Koray said:

Yes latest version and Windows. Here is a sample. AO pass this time. I only ticked the screen space reflections. 

I reported this before (didnt know why it happened though) but then my license expired so I couldnt follow up :D

 

image.thumb.png.f732ab1ff08978954ed7e8f61feceea0.png

Hi!

Yes me too. The 'Cast Shadow' option also seems to be related. It looks cool, though.

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Is there a reason why Snake, Spikes, Toothpaste and Muscle tools are all set to "Act as Vox Hide"? If so what was the intended purpose? v55, win

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3 hours ago, Koray said:

Is there a reason why Snake, Spikes, Toothpaste and Muscle tools are all set to "Act as Vox Hide"? If so what was the intended purpose? v55, win

because you can use them as carving tools ...

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2 hours ago, Elemeno said:

because you can use them as carving tools ...

I know but you can use most brushes as vox hide. The brushes I mentioned are a bit more special at what they do. Their default option should not be carving. May confuse new or inexperienced users.

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thats a fair point they are defaulted..

not much out there as in terms of how tools and settings work etc..

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... nurbs working??

man... 3dcoat is getting seriously confusing these days ... went to use a lattice tool expecting the traditional lattice as manipulating the box ... no, it adds volume to a selected edge...  so strange , 99% of 3dcoat is so damn confusing , and ive used it for 3/4 years ...
 

could we please not get any new features of anything ... just a cleaned up ui .. with clear tool usage .

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@Andrew ShpaginHey Andrew. Still getting baking errors with displacement in .56. It seems to bake with hard/sharp edges. No edges marked sharp on retopo mesh when baking. No issues with Normal map baking. Seems to be present in older versions as well. File attached. Default male head in scene, autotopo'd, automapped, baked w/ perpixel displacement. Hard edges following mesh/edges. Using hard normals instead of smooth normals? On windows as well as linux. All drivers are up to date and so is system.

 

Displacement_Test.3b.jpg

Displacement_Test.3b

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@Andrew ShpaginHey Andrew. Still getting baking errors with displacement in .56. It seems to bake with hard/sharp edges. No edges marked sharp on retopo mesh when baking. No issues with Normal map baking. Seems to be present in older versions as well. File attached. Default male head in scene, autotopo'd, automapped, baked w/ perpixel displacement. Hard edges following mesh/edges. Using hard normals instead of smooth normals? On windows as well as linux. All drivers are up to date and so is system.

 

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@ebitz Hi!

Baking displacement for PPP is really tricky. It has sense mostly for the pipeline when use displacement for the parallax, but using the normalmap for rendering.
Andrew
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6 minutes ago, Elemeno said:

... was hoping the spline tool for freeze would be fixed in .57

dont worry the spline tool is fixed

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@CarlosanHey Carlosan, I don't Understand. 3DCoat does bake displacement. Does it not? We can export Displacement Maps. These hard edges don't seem to be in the two videos below.

 

Edited by ebitz
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can we have one layer system... so our mesh in sculpt room can instantly be changed in modelling room visa versa ... no polygroups ... just good old layers , you can find the wireframe for your sculpted mesh also .. and only then would you import from modelling or sculpting into painting room ... once its in painting room its remove from layers in sculpt... you can then bake to a selected mesh in the sculpt rooms and just choose the required name ...

"polygroups" are confusing..... they arent needed .. the only thing that cant be minipulated in modelling would be voxels... unless you can do that ... that would be nice :D

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