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Сейчас потестировал, лучше всего, чтобы негатив прорезал все слои в сцене. Это актуально когда идет 2 слой деталей, для которого и "корпус" и 1й слой деталей является "корпусом". :thank_you:

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Ok, I will check. Really, carve with falloff was not checked enough in CUDA version.

well I would say this is lower priority., and I dl the newest build today "P" and it was suggested by another user to us extrude insted.. I used extrude and it gave me the result I wanted..

so things r good for me..

and thanks for your amazing hard work.. cant believe you poped out another build!

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Some negative feedback about some new features in the beta,sorry if I say this now but only in these days I had the time to test.

Voxel hiding isn't a great idea,or to better explain,I would like to have also the old hiding tool.

Why?

It was blazing fast,I can hide a part of a 25 millions sculpt really fast with the old system,now anymore

I don't think I have a so slow system(Intel 920 quad core with geforce 260 gtx).

Voxel hiding is cool,but the old hiding was better for simply hiding.

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post-1281-1250541232_thumb.jpg

In recent versions (at least) voxel symmetry is not usable. doesnt work/crash and a plane appears from nowhere... CUDA64

thats a showstopper :mellow:

post-1281-1250541372_thumb.jpg

and if it works, and the plane doesnt appear, it doesnt work as advertised :rolleyes:

Trying to reproduce it, but no lack... All works perfectly...

Is there simple way to reproduce?

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Some negative feedback about some new features in the beta,sorry if I say this now but only in these days I had the time to test.

Voxel hiding isn't a great idea,or to better explain,I would like to have also the old hiding tool.

Why?

It was blazing fast,I can hide a part of a 25 millions sculpt really fast with the old system,now anymore

I don't think I have a so slow system(Intel 920 quad core with geforce 260 gtx).

Voxel hiding is cool,but the old hiding was better for simply hiding.

ok, I enabled it too.

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Andrew, yes: It only appears after using cube primitive. (First problem). Also it only appears to happen with rake alpha.

The second problem happens all the time with every brush. Symmetry is just not symmetrical, especially when you do curvy lines. You see it best with a rake alpha.

Hope it helps

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Andrew, yes: It only appears after using cube primitive. (First problem). Also it only appears to happen with rake alpha.

The second problem happens all the time with every brush. Symmetry is just not symmetrical, especially when you do curvy lines. You see it best with a rake alpha.

Hope it helps

Ive been able to reproduce but only if I jump to voxels without loading a .3b.

(symmetry work on my side,but symmetry plane wont be displayed even if it is on)

If I save the same cube and load it ,evrything is fine.

For unknown reasons 3DC does not like skipping startup screen without loading any file.

...Ive posted a few time about this.

Meanwhile try just loading a .3b each time you start 3DCoat(even an empty one)

and please report back if it works for you( until fix of course :) ).

Also,where is rake alpha? Are you talking about the pen no.13 ?

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thank you, starting from empty saved scene appears to fix it. The rake brush is from olivers set that was posted somewhere on the forum recently by Andrew.

For the second problem, symmetry not working at all: use rotate along motion and you will see what i mean. Added another screenshot:

post-1281-1250774651_thumb.jpg

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We have a problem with UVs while re-retopologising...

Our pipeline goes : ZBrush (sculpt) -> 3D Coat (retopologise) -> UV Layout (UVs) -> XNormal (AO/normal bakes) -> 3dsmax (shaders, final tweaks)

Sometimes we need to take our mesh back into 3D Coat a second time, when we see a need for more or less detail in certain areas. When we import our mesh in the retopo section, it starts off with the correct UVs, as set up in UV Layout. As soon as we start working on it, however, all UVs disappear. The UV seams/islands remain but the layout is no longer correct.

Is there anything we can do to 'lock' the UVs?

Thank you for a fantastic product!

(we are currently on V3-00-08N-SIMP64, just about to install P)

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I would think "draw by spots" would enable you to paint multiple spheres with the sphere tool, but it still connects them.

Well, they are voxels. They will connect up with other nearby voxels. The setting you may be looking for is called spacing, try adjusting the parameters for that function to space them out a little more.

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Can I ask if the builds of newer updates are allready available for linux? I am especially looking forward for the comeback of the non-voxel based hide tool. :)

I'm with you there. :)

I think the newest Linux build is either the N or O build, I believe it to be the N build though. I haven't had time to check of course (very busy!). I know it is one of those two though.

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Well, they are voxels. They will connect up with other nearby voxels. The setting you may be looking for is called spacing, try adjusting the parameters for that function to space them out a little more.

You misunderstood me. If you draw fast, the spheres will still be connected with tubes rather than being individual spheres.

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The workaround for that is don't draw too fast. :)

No, you still misunderstand. I am saying, when you draw slowly, the spheres are close together and so form tubes. When you draw fast, the balls are automatically connected with bridges, as with all the tools. But unlike with the other tools, when you turn on "draw with dots", it still does this automatic bridging, while other tools will not. It's just that the expected behavior is for you to get individual spheres everywhere if you scribble around.

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We have a problem with UVs while re-retopologising...

Our pipeline goes : ZBrush (sculpt) -> 3D Coat (retopologise) -> UV Layout (UVs) -> XNormal (AO/normal bakes) -> 3dsmax (shaders, final tweaks)

Sometimes we need to take our mesh back into 3D Coat a second time, when we see a need for more or less detail in certain areas. When we import our mesh in the retopo section, it starts off with the correct UVs, as set up in UV Layout. As soon as we start working on it, however, all UVs disappear. The UV seams/islands remain but the layout is no longer correct.

Is there anything we can do to 'lock' the UVs?

Thank you for a fantastic product!

(we are currently on V3-00-08N-SIMP64, just about to install P)

Hmmm...I dont think there is a way to preserve the uvs while changing topology in 3DC (maybe I'm totally wrong)

Repost in Beta build help section of forum or even directly mail to 3dCoat support if you want this question answered faster by the man himself.Maybe there is a way.

If you only want to add a little resolution here and there why not using max with preserve uvs option on?

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thank you, starting from empty saved scene appears to fix it. The rake brush is from olivers set that was posted somewhere on the forum recently by Andrew.

For the second problem, symmetry not working at all: use rotate along motion and you will see what i mean. Added another screenshot:

post-1281-1250774651_thumb.jpg

Enabling rotate along motion on pens does not mess up symmetry on my side. :pardon:

I'm only using 3DC defaults pen here tough..

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Hi Andrew,it's not clear to me if it's allready possible,in this case sorry for the post,but there is a way to apply the transformation you do with the transform tool?

I have made a sculpt,after I have cloned and rotate it,and I have restarted to sculpt.(i have used the first sculpt as a base mesh for the other)

I have found in this case that you have less control/less resolution(maybe because the sculpt isn't aligned with the global axes,I don't know),it's like resolution doesn't work well,even increasing the res doesn't help much(it helps,but much less than when we do a sculpt not rotated.

I found the solution to export the mesh and merging again,this work well,and with much less res I can do much more details.

But it could be cool if the transform could be applied(as an user option),to avoid exporting and importing again.

Bye

EDIT:

I have found it, "to global space" option is what I need,sorry!

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The Cuda - non Cuda question interests me as I have the non Cuda version.

However I recently updated my drivers and the new drivers have Cuda enabled.

Can I now start using the Cuda version by installing over the top of my non Cuda version

or are the two versions of 3D Coat too dissimilar?

Thanks,

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The Cuda - non Cuda question interests me as I have the non Cuda version.

However I recently updated my drivers and the new drivers have Cuda enabled.

Can I now start using the Cuda version by installing over the top of my non Cuda version

or are the two versions of 3D Coat too dissimilar?

You should be able to just install the CUDA version. The same thing happened with my laptop. The laptop graphics card was listed as being supported but the drivers didn't support it. A few months ago the new drivers started supporting it so now I use the CUDA version on there.

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