Contributor Tinker Posted August 18, 2009 Contributor Share Posted August 18, 2009 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". Link to comment Share on other sites More sharing options...
Member 3D-TPI Posted August 18, 2009 Member Share Posted August 18, 2009 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! Link to comment Share on other sites More sharing options...
Advanced Member renderdemon Posted August 19, 2009 Advanced Member Share Posted August 19, 2009 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. Link to comment Share on other sites More sharing options...
philnolan3d Posted August 19, 2009 Share Posted August 19, 2009 Voxel hiding is cool,but the old hiding was better for simply hiding. I have to agree, I have a fairly decent system and it still feels slow. Link to comment Share on other sites More sharing options...
Advanced Member ShnitzelKiller Posted August 20, 2009 Advanced Member Share Posted August 20, 2009 Here's something: cavity painting in cavities created by a normal map layer doesn't work. It's not just me this time, ask philnolan. Link to comment Share on other sites More sharing options...
philnolan3d Posted August 20, 2009 Share Posted August 20, 2009 Please don't post the same thing multiple times and please keep bug reports in the proper area so Andrew can find them. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 20, 2009 Author Share Posted August 20, 2009 In recent versions (at least) voxel symmetry is not usable. doesnt work/crash and a plane appears from nowhere... CUDA64 thats a showstopper and if it works, and the plane doesnt appear, it doesnt work as advertised Trying to reproduce it, but no lack... All works perfectly... Is there simple way to reproduce? Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 20, 2009 Author Share Posted August 20, 2009 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. Link to comment Share on other sites More sharing options...
philnolan3d Posted August 20, 2009 Share Posted August 20, 2009 Thanks for Cell Hide. Link to comment Share on other sites More sharing options...
Advanced Member renderdemon Posted August 20, 2009 Advanced Member Share Posted August 20, 2009 Thanks Andrew,I really appreciate this Link to comment Share on other sites More sharing options...
Advanced Member erklaerbar Posted August 20, 2009 Advanced Member Share Posted August 20, 2009 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 Link to comment Share on other sites More sharing options...
Contributor artman Posted August 20, 2009 Contributor Share Posted August 20, 2009 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 ? Link to comment Share on other sites More sharing options...
Advanced Member erklaerbar Posted August 20, 2009 Advanced Member Share Posted August 20, 2009 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: Link to comment Share on other sites More sharing options...
Member walthergropius Posted August 20, 2009 Member Share Posted August 20, 2009 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) Link to comment Share on other sites More sharing options...
Contributor Tinker Posted August 20, 2009 Contributor Share Posted August 20, 2009 Strange. Im using UV Layout with 3D-Coat all works fine for me. Btw, It of couse You to deside, but as XNormal user i can say 3D-Coat baking tool much, much beter. Its for sure. Link to comment Share on other sites More sharing options...
Advanced Member ShnitzelKiller Posted August 20, 2009 Advanced Member Share Posted August 20, 2009 I would think "draw by spots" would enable you to paint multiple spheres with the sphere tool, but it still connects them. Link to comment Share on other sites More sharing options...
Javis Posted August 20, 2009 Share Posted August 20, 2009 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. Link to comment Share on other sites More sharing options...
Member vil Posted August 20, 2009 Member Share Posted August 20, 2009 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. Link to comment Share on other sites More sharing options...
Javis Posted August 20, 2009 Share Posted August 20, 2009 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. Link to comment Share on other sites More sharing options...
Advanced Member ShnitzelKiller Posted August 20, 2009 Advanced Member Share Posted August 20, 2009 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. Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted August 20, 2009 Contributor Share Posted August 20, 2009 You misunderstood me. If you draw fast, the spheres will still be connected with tubes rather than being individual spheres. The workaround for that is don't draw too fast. Link to comment Share on other sites More sharing options...
Advanced Member ShnitzelKiller Posted August 20, 2009 Advanced Member Share Posted August 20, 2009 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. Link to comment Share on other sites More sharing options...
Contributor artman Posted August 20, 2009 Contributor Share Posted August 20, 2009 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? Link to comment Share on other sites More sharing options...
Contributor artman Posted August 20, 2009 Contributor Share Posted August 20, 2009 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: Enabling rotate along motion on pens does not mess up symmetry on my side. I'm only using 3DC defaults pen here tough.. Link to comment Share on other sites More sharing options...
Advanced Member renderdemon Posted August 21, 2009 Advanced Member Share Posted August 21, 2009 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! Link to comment Share on other sites More sharing options...
Advanced Member erklaerbar Posted August 21, 2009 Advanced Member Share Posted August 21, 2009 can the simple version be installed over CUDA version? And vice versa? I want to test if problems i experience are from the CUDA version only. Link to comment Share on other sites More sharing options...
philnolan3d Posted August 21, 2009 Share Posted August 21, 2009 You know you can disable CUDA right? In the Voxels room look under the Voxels menu and you'll find a check box called Use CUDA. Link to comment Share on other sites More sharing options...
Member Gwynplaine Posted August 21, 2009 Member Share Posted August 21, 2009 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, Link to comment Share on other sites More sharing options...
Advanced Member erklaerbar Posted August 21, 2009 Advanced Member Share Posted August 21, 2009 Yes i know, but it turns on again every time i restart. Link to comment Share on other sites More sharing options...
philnolan3d Posted August 21, 2009 Share Posted August 21, 2009 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. Link to comment Share on other sites More sharing options...
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