Advanced Member Mighty Pea Posted September 14, 2023 Advanced Member Report Share Posted September 14, 2023 The transform tool with 'Copy Visible Layers' turned on crashes consistently on a project of mine. Bug report submitted 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Mighty Pea Posted September 20, 2023 Advanced Member Report Share Posted September 20, 2023 Got this issue again in 2023.29. Happened when loading the Tiling Pixel Paint project. Quote Link to comment Share on other sites More sharing options...
Advanced Member Mighty Pea Posted September 21, 2023 Advanced Member Report Share Posted September 21, 2023 On 8/24/2023 at 10:07 AM, Carlosan said: I tried that in version 2023.27 and the result was correct. No new empty layer was created. Just tested in 2023.29 and it happened (new project, too) Quote Link to comment Share on other sites More sharing options...
Carlosan Posted September 21, 2023 Author Report Share Posted September 21, 2023 On 2022.30 same issue ? Quote Link to comment Share on other sites More sharing options...
Advanced Member ebitz Posted October 8, 2023 Advanced Member Report Share Posted October 8, 2023 On linux. Using ...30 and windows ...31. From start menu choose Deep displacement and any of the character presets. I choose the head. Once the scene is loaded choose enter full screen. The mesh visually becomes invisible but is still present because the brush cursor still recognizes it. You can refill it with a color to make it visible again. But after changing the full screen to a minimized screen the mesh becomes invisible again. The appears to only happen in the deep displacement mode. The paint UV mapped with normal map option from start menu seems to work as expected when changing size of screen. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 9, 2023 Author Report Share Posted November 9, 2023 Hello Do you have the same issue on Linux .31 o windows .34 ? Quote Link to comment Share on other sites More sharing options...
Member tiburbage Posted November 21, 2023 Member Report Share Posted November 21, 2023 (edited) [Paint Room] Coloring Tool does not respect Freeze state STEPS TO REPRODUCE: - From the Start Menu panel, Paint UV Mapped Mesh (Per-Pixel): Pick the "shader ball" model - Set FG color to a strongly saturated color - Set Opacity to 100% - New Layer, make sure new layer is active - Fill: Fill w/ Color, Click "Layer" button, YES - Set the Stroke type to Constant Pressure brush - Select the Freeze tool and paint a freeze area - Change the FG Color to a saturated color with a very different Hue - Select the Coloring Tool, then "Subst. Hue" mode - Drag a stroke both outside and across/over the frozen region - Ctrl+D to drop the Freeze state RESULT: Note the hue change was applied where it should have been masked. EXPECTED: No change should have occurred for the Frozen region. Used 2023.37, Windows 10 Edited November 21, 2023 by tiburbage Quote Link to comment Share on other sites More sharing options...
Member maximus Posted November 23, 2023 Member Report Share Posted November 23, 2023 (edited) On Win 10 with 3dc 2023.37 I´ve tried the simplest approach to test PPP displacement. A simple plane exported from blender via 3dc applink and then loaded and subdivided in the retopo room. Back in the paint room just a simple depth paint yields weird grid-like artifacts on the displaced mesh. Edited November 23, 2023 by maximus Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 23, 2023 Author Report Share Posted November 23, 2023 Hi For displacement use Microvertex Quote Link to comment Share on other sites More sharing options...
Member maximus Posted November 25, 2023 Member Report Share Posted November 25, 2023 (edited) thanks for the reply. I had some difficulties keeping the plane in rectangular shape. While taking the mesh back to the paint room via "Retopo->microvertex(no baking)" one has to untick "Smooth Object". Now it works. But it does not make much sense to me that you can adjust the tesselation, under the view menue item in the paint room while in PPP displacement, when it´s not functional. Edited November 25, 2023 by maximus Quote Link to comment Share on other sites More sharing options...
Member Yeray Posted November 26, 2023 Member Report Share Posted November 26, 2023 What is the problem? - Hello, the problem or bug that I have found is the following: having UDIMs to 2048 x 20, I was very very slow painting, I thought it was because of the amount of textures, but my laptop was fine and my desktop pc was not. I attach video to show it, in the version of 3DCoat 2023.16 does not give problems, but sure that from the 2023.27 if that this problem is reproduced, the curious thing, is that from texture editor, it goes perfect in any version.in the video you can clearly see the difference, I paint at the same speed in the model as in the texture editor.OS - Windows 10 pro, rtx 4060 ti, 128gb ram, Intel(R) Xeon(R) CPU E5-2696 v3 @ 2.30GHz 2.30 GHzSteps to reproduce a Bug - create a tiled "floor" of 20 tiles in Blender, add 2048 UDIMs texture, export it to 3DCoat, add 2048 textures to all tiles. Paint in 3Dcoat 2023.16 vs 3DCoat 2023.27 or higher and see the lag.Expected Result - that it works just as well as version 2023.16Actual ResultVisual Proof (screenshots, videos, text) of BugSoftware version: - Good Result 3DCoat 2023.16 - Bad Result test it 2023.27 or higher 3DCoat_2023.38.wmv GOOD_3DCoat2023.16.wmv Quote Link to comment Share on other sites More sharing options...
Member yoohasz Posted December 30, 2023 Member Report Share Posted December 30, 2023 Hi! I think I found an eraser bug that I could reproduce confidently over and over: The rectangle/square/poly lasso tools don't work when using the eraser in paint mode, but the brushes do. Pls see video. My 3D-coat version is the latest 2023.41. 3DC_2023_ERASER_BUG.mp4 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 31, 2023 Author Report Share Posted December 31, 2023 Testing but in my version .41 is working as expected Try resetting to default 1 Quote Link to comment Share on other sites More sharing options...
Member yoohasz Posted December 31, 2023 Member Report Share Posted December 31, 2023 (edited) Hah. That indeed fixed it, but I wasn't aware of any settings I changed, since I've just upgraded from v4 and I'm pretty much discovering new stuff. Thanks @Carlosan ! Edited December 31, 2023 by yoohasz 1 Quote Link to comment Share on other sites More sharing options...
New Member Placeholder Posted January 1 New Member Report Share Posted January 1 Hello, I’m very new to the software but I found what feel like bugs: 3dcoat 2023.40 windows 10 latest wacom intuous pro driver: 6.4.4-3 —- 1. Navigation controls: when lmb+rmb is set for an action, the behaviour works correctly with the mouse but with tablet it requires hitting the rmb first before lmb. If I don’t hit rmb before lmb, it disregards lmb and only recognizes rmb (hopefully this makes sense). It doesn’t matter the order I’ve set the mouse commands. I only tried it with zoom & move screen space. Not sure about the others. 2. Stacked hotkeys: when I have multiple tools stacked on a hotkey and I go to another tool, the program doesn’t remember the last used tool and instead cycles to the next tool. So in my case I have to cycle through the stack to get back to my last used tool. Quote Link to comment Share on other sites More sharing options...
New Member Mythcons Posted January 15 New Member Report Share Posted January 15 Greetings, I don't know if this is a bug, but here's my situation. I come from a 'Character Creator 4 [Reallusion]' workflow, where the character base uses UDIMs. I can import characters using 'Import Tiles as UV Sets', but there are meshes which share this UV space, so some prep-work is involved in getting a character imported into 3D-Coat (i.e. deleting the shared meshes). I can import the characters very effectively using 'Treat materials as separate textures' instead. Unfortunately, will restrict the usage of AO and other baking tools, because it will only identify the 1001 UV space during the baking process. So, is this a bug, or is it a limitation of the baking process using this import method? Thanks for your time. OS: Windows 11 Steps: Import a CC3+ Character with Materials checked (OBJ) Import into 3DC using Per Pixel Painting and 'Treat Materials as Separate Textures' checked. Bake Ambient Occlusion. Result: Ambient Occlusion will only be baked for the 1001 tile, leaving the other tiles black. Proof: External Link (Loom / Video Recording) Software Version: 3DCoat 2023.40 1 Quote Link to comment Share on other sites More sharing options...
Member tiburbage Posted February 7 Member Report Share Posted February 7 (edited) [BUG] Fill of Depth/height/normal from a Smart Material fails when clicking on a UV island 2023.41, Windows 10 Filling of Depth/height/normal data using other methods, including Fill by Part (LCLICK on a discrete mesh Part in the 3D Viewport)) works, and Brush-based Paint works, just not when picking an island in the Texture Editor window. STEPS TO REPRODUCE Open a UV'ed model: I use the built-in ShaderBall model as it has both Parts and is UV unwrapped. Connective Picking ON View > Relief Only Drag out and dock the Texture Editor next to the 3D Viewport. Set its channel view to "Normals" Depth=100%, Depth Channel ON Create a new Layer Select a Smart Material known to have easily visible depth info. I was using rubber_2 Enable the Fill Tool, Fill w/ Color: ON. I had no other Fill options enabled. LCLICK on islands in the Texture Editor. RESULT Observe in the Texture Editor and 3D Viewport that picking the islands is not resulting in Depth fill. I then verified that LCLICK on the model's parts does result in the expected Fill, full Layer fill works, etc. So it appears just to be UV Island picking which is failing. Edited February 7 by tiburbage Quote Link to comment Share on other sites More sharing options...
Oleg Shapov Posted February 7 Report Share Posted February 7 1 hour ago, tiburbage said: [BUG] Fill of Depth/height/normal from a Smart Material fails when clicking on a UV island It seems that in version .06 this works correctly. Or I didn't understand your problem. Quote Link to comment Share on other sites More sharing options...
Member tiburbage Posted February 7 Member Report Share Posted February 7 (edited) 1 hour ago, Oleg_Shapo said: It seems that in version .06 this works correctly. Or I didn't understand your problem. Well, I hope my steps were very clear In further testing, I think the Depth fill is working in the UV Island pick case, but the intensity is so low that I thought it wasn't working at all. Try this: before doing any Depth fill, new layer, set the global Depth to 500%. LCLICK on one island in the Texture Editor, then on a Part in the 3D Viewport and compare the result. What I'm seeing is a radically different Depth value applied. The UV island application is very faint, barely visible where the 3D Viewport Part selection fill is very strong. In the attached snapshot, I filled the blue outer body of the shaderball by UV island picking, the yellow front ring by 3D Viewport pick. I'm not a Smart Material expert. If you suggest a Smart Material to use which comes installed with the app, I can try the one you are trying. Oleg, of course maybe by some luck Andrew found and fixed this problem in the last few builds. I'm debating whether to install the 2024 beta build you are citing, but wish it didn't have to overwrite my 2023 install to do so... In the mean time, it would be great if you have a 2023 install to see if you can reproduce with that, as a sanity check. And if you can think of any settings differences which might account for a difference, I'll try them. Edited February 7 by tiburbage Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 7 Reputable Contributor Report Share Posted February 7 You can install the 3DC 2024 betas as a separate install. Do not use the update function in 2023 version. Go here to get the beta. You can disable checking for an update version in 2023 in preferences under the general tab. Every once in while check for a new beta version at the forums. Download the beta. The beta will just overwrite itself when updating. Confirmed on your report. Edit: You can paint depth by regular brush on a uv island and that is correct but filling a uv island is incorrect with a smart material depth, as you first posted no fill of depth is added using Windows version 2024.06 beta either. 1 Quote Link to comment Share on other sites More sharing options...
Member tiburbage Posted February 9 Member Report Share Posted February 9 (edited) Thanks for the repro confirm, Digman. Now I'm just wondering what's different about Oleg's configuration which would give a different result. And thanks for the tip about the 2024 installer -- I was not aware of those links. Do they keep the user prefs separate by version? I hope so ... Edited February 9 by tiburbage Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 9 Reputable Contributor Report Share Posted February 9 I will get back to you on the preferences settings etc, as for sure I need to give you the correct answer. Here now is the strange part. I was curious why Oleg's worked and ours did not. I tested the default ball as he did and it worked, filling a smart material depth by clicking on a uv island in the texture editor. Tested the default creature and that model worked as well. Next test, I redid the seams on the shader ball and exported it. I imported the new shader ball with the new seams and that worked, another strange. I will send to support about the default shader ball problem. If any other models have this problem I do not know. Quote Link to comment Share on other sites More sharing options...
Member tiburbage Posted February 9 Member Report Share Posted February 9 Also tried the "robot guy", the posed robot character they have as one of the choices when you do File > New and choose "Per pixel painting", and I could still repro it as reported. Andrew will be able to sort it out. I'd be interested in knowing how it turns out... Quote Link to comment Share on other sites More sharing options...
Oleg Shapov Posted February 12 Report Share Posted February 12 (edited) On 2/9/2024 at 6:17 AM, digman said: I was curious why Oleg's worked and ours did not I checked all the models from the Start Menu and even tried my own. It always worked correctly. That's what I'm doing -ScreenCaptureProject1073.mkv There is a problem with filling the relief of the webcam model from the Start menu. I'll report it to the developer. Edited February 12 by Oleg_Shapo 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 12 Reputable Contributor Report Share Posted February 12 1 hour ago, Oleg_Shapo said: I checked all the models from the Start Menu and even tried my own. It always worked correctly. That's what I'm doing -ScreenCaptureProject1073.mkv There is a problem with filling the relief of the webcam model from the Start menu. I'll report it to the developer. Yes, that is the problem I had the Webcam or the other name for it is the "Shader ball" no filling with depth information, as stated in my post. Since you will report it, I will not. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Mighty Pea Posted February 15 Advanced Member Report Share Posted February 15 This setting isn't saved with the Brush preset, so totally messes up everything when used. Quote Link to comment Share on other sites More sharing options...
Member ichbinliese Posted March 5 Member Report Share Posted March 5 What is the problem? Picker using shortcut V is not picking the actual color which is right under the brush, instead it picks grey.OS Windows 11Steps to reproduce a Bug Occurs randomlyExpected Result pick color rigth under the brushActual Result picks greyVisual Proof (screenshots, videos, text) of Bug Grey_bug.mp4 Software version Textura 2024.13 1 Quote Link to comment Share on other sites More sharing options...
Member ichbinliese Posted March 5 Member Report Share Posted March 5 What is the problem? Random quads are appearing when erasing layer 0 (for transparency)OS Windows 11Steps to reproduce a Bug Use Eraser on layer 0Expected Result erase layer to transparencyActual Result random quads (not quads from the acual mesh) are appearing, (but they can be erased too)Visual Proof (screenshots, videos, text) of Bug Painting_11_gems.3b_ - 3DCoat Textura 2024.13 2024-03-05 16-02-43.mp4 Software version Textura 2024.13 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 5 Reputable Contributor Report Share Posted March 5 10 hours ago, ichbinliese said: What is the problem? Picker using shortcut V is not picking the actual color which is right under the brush, instead it picks grey. I noticed that if I do not move the mouse cursor and pick the same spot a few times using "V", the color selected turns grey. Also noticed that the color selected will cycle a little bit. The lightness will change. I confirm that is a bug. Quote Link to comment Share on other sites More sharing options...
Advanced Member Elemeno Posted March 5 Advanced Member Report Share Posted March 5 29 minutes ago, digman said: I noticed that if I do not move the mouse cursor and pick the same spot a few times using "V", the color selected turns grey. Also noticed that the color selected will cycle a little bit. The lightness will change. I confirm that is a bug. its not a bug .. the color picker chooses between albedo and real world colors ... for example if ou see something on your model and think i like that shade the first "V" shows that color ... the v again shows the actual color without lighting or glossy etc... grey shows up due to the bake layer below ... if youre landing on an area without color it will be greyed out as it has no information to show 1 Quote Link to comment Share on other sites More sharing options...
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