Contributor alexn007 Posted July 25, 2021 Contributor Report Share Posted July 25, 2021 (edited) Hi, I think I came across a bug. I've run into this issue when calculating curvature whenever I am working with Ptex. this happens in 3dcoat v4 and 2021. It leaves block artifacts In the curvature map. You can see an example below I have tried this in both PC and Linux versions. Thanks, Alex Edited July 25, 2021 by alexn007 1 Quote Link to comment Share on other sites More sharing options...
Contributor alexn007 Posted March 11, 2022 Author Contributor Report Share Posted March 11, 2022 Hi, I'm still experiencing curvature errors when in Ptex. Below is a snapshot of what I'm seeing. Also I'm using the latest windows version of 3DCoat 2022.11 I started by creating a new empty layer, then I generated occlussion (1024 samples), and then curvature (1024 samples). Hope that helps. Best, -Alex Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 11, 2022 Report Share Posted March 11, 2022 Hi This problem is solved if you Fit in one texture, try it please Quote Link to comment Share on other sites More sharing options...
Contributor alexn007 Posted March 11, 2022 Author Contributor Report Share Posted March 11, 2022 Thanks for replying back so quickly. Unfortunately, that did not work for me on a different model. I'm uploading a model for you to try it on. Maybe you will have better success then me. Thanks, -Alex stanford-dragon-retopo.obj Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 11, 2022 Report Share Posted March 11, 2022 Looking at, thanks - Fit in one texture - Texture > Calculate Curvature I cant replicate any issue, sorry ------------------ * issue about multiuvs was reported 1 Quote Link to comment Share on other sites More sharing options...
Contributor alexn007 Posted March 11, 2022 Author Contributor Report Share Posted March 11, 2022 Hmm.. Maybe I'm misunderstanding what I should be seeing. Here are a couple of images one shows the curvature layer in ptex visible and the other is the same but with Uv's. I'm using the same settings, and I'm doing the "Fit in one Texture" method you show. Here are my results. Thanks for hanging in there, and helping me try to figure this out BTW! -Alex Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 11, 2022 Report Share Posted March 11, 2022 Try turning off Use RGB cavity as the default cavity calculation method (RGB cavity is a multi-range cavity texture, each channel corresponds to a different cavity scale. B is the local cavity, G is a middle-range cavity, R is the far-range cavity.) Quote Link to comment Share on other sites More sharing options...
Contributor alexn007 Posted March 11, 2022 Author Contributor Report Share Posted March 11, 2022 Thanks so much! Ahh, ok that did the trick. For this model it helped, and I noticed the occlusion came in correctly. Not sure if they are somehow correlated, but on other models the occlusion came in all black. I'll do some tests on other models that failed for me previously. Thanks, -Alex 1 Quote Link to comment Share on other sites More sharing options...
Contributor alexn007 Posted March 18, 2022 Author Contributor Report Share Posted March 18, 2022 Ohh man.. Sorry to bring this back up, but it looks like that didn't really work, I mean it worked for the dragon test which was a single mesh and pretty simple, but then when I tried it with a more complex multi mesh object it doesn't work, and either does occlusion. Here's an image of what the occlussion looks like. I've followed the instructions above. Hope this is helpful. -Alex Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 18, 2022 Report Share Posted March 18, 2022 Yes, it is not working with multimesh objects. Please drop a line to support@pilgway.com asking for this issue. Thanks ! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.