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  • Advanced Member
BTW If your decals are rectangular, which many signs on a building would be, then no you don't need to prepare any transparency.

Of course ;)

You'll only need to setup an Action and droplet once. Then it's just smooth sailing all the way.

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Upadated to 3.00.08C

Changes:

- Several useful items in VoxTree RMB menu - Flip (to flip by X,Y,Z) and To global space - transfotm space to be uniform and not rotated. It is especially important if you made something in local space and want to apply global symmetry. Also it helpful to avoid improper brushes work in non-uniform spaces.

- I made possibility to bake normalmap to per pixel mesh directly from voxels or microvertices. There is new corresponding itm in Retopo menu

- Baking tool improved - it bakes normalmap from voxels too.

- fixed important bug - if some object was hidden and it's subobject was not hidden then undo leads to crash. It was reported on forum too.

- STL export from voxels essentially improved - much much faster and without crasing on huge meshes. No limitations on export polycount.

- fixed: add pens folder, pens previews flipped vertically in right panel (it is more correct)

- fixed: incorrect work of topo symm copy in DP when initial mesh was subdivided.

- fixed: pose tool leads to holes in CUDA mode in surface representation after dropping surface to voxels

- Smooth brush is now separate brush

- I strengthened surfacial smoothing and made that flattern tool will respect backfacing

- new item in preferences - method of TBN normalisation for better compatibility with different game engines.

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Andrew, you mentioned on your Twitter feed that you were thinking about how too allow the ability to increase/decrease mesh resolution. This is so sweet and I'm curious if you have something in the works and if you can pass along any information on any progress you've made in this area! Thanks.

Great looking updated Andrew. It's a great time to be a 3DCoat user. :)

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I'm still frequently running into a problem where I click a voxel sphere from the pop up window and I am given an empty scene. One time it crashed. I had to try about 5 times before I finally got a sphere.

Update: wow The first thing I tried was some quick sculpting on the sphere, then quadrangulate for per-pixel. I got this mess back.

2009-07-02_1713.png2009-07-02_1715.png

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I would like to take this moment to request these once more.

Thread

Followup with explanatory movies

I dont think its unreasonable to ask that the basic toolset for voxelsculpting gets finished shortly after v3's release.

I also just found out you have broken the smooth that's under shift. Now the smooth strength is LOCAL under each brush! So if i tweak the smooth to a nice strength under extrude and i switch to carve (or any other brush) i will get different smooth settings with the switch of each tool! How can you possibly think this is a good idea? I dont mind the idea of a seperate smooth brush although it seems to me to only be useful for surface smooth since voxel smooth is tied to shift by default (which is good). But changing the smooth settings under any (voxel) brush should result in a global change for the (voxel) smooth brush. Pressing Shift while using extrude should NOT result in extrude-smooth. No, it should result in the use of global smooth. Please change this back asap.

3dioot

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I would like to take this moment to request these once more.

Thread

Followup with explanatory movies

I dont think its unreasonable to ask that the basic toolset for voxelsculpting gets finished shortly after v3's release.

I also just found out you have broken the smooth that's under shift. Now the smooth strength is LOCAL under each brush! So if i tweak the smooth to a nice strength under extrude and i switch to carve (or any other brush) i will get different smooth settings with the switch of each tool! How can you possibly think this is a good idea? I dont mind the idea of a seperate smooth brush although it seems to me to only be useful for surface smooth since voxel smooth is tied to shift by default (which is good). But changing the smooth settings under any (voxel) brush should result in a global change for the (voxel) smooth brush. Pressing Shift while using extrude should NOT result in extrude-smooth. No, it should result in the use of global smooth. Please change this back asap.

3dioot

Seconded ;-)

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  • Advanced Member
I would like to take this moment to request these once more.

Thread

Followup with explanatory movies

I dont think its unreasonable to ask that the basic toolset for voxelsculpting gets finished shortly after v3's release.

I also just found out you have broken the smooth that's under shift. Now the smooth strength is LOCAL under each brush! So if i tweak the smooth to a nice strength under extrude and i switch to carve (or any other brush) i will get different smooth settings with the switch of each tool! How can you possibly think this is a good idea?

3dioot

I don't think it's that bad. I've often thought that I'd like a seperate smooth setting for each kind of brush because while using the Draw brush I'm usually making fine adjustments so I'd like a less radical smoothing brush, and then while using Move or Clay I'm usually making broad adjustments and so I'd like more powerful smoothing. So, maybe a toggle for the option under preferences for people like me who can see an advantage in having seperate smooth brushes even amongst the voxel only set.

Or probably a toggle so you can switch between a global smooth and a seperate one on the fly.

Also I would miss the carve brush if it were removed for some reason.

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I don't think it's that bad. I've often thought that I'd like a seperate smooth setting for each kind of brush because while using the Draw brush I'm usually making fine adjustments so I'd like a less radical smoothing brush, and then while using Move or Clay I'm usually making broad adjustments and so I'd like more powerful smoothing.

Same here.I use different smoothing values for each brushes I use.

note to Andrew:

merge for perpixel with normal map is superb, I get crisp and smooth normal maps

from quadrangulated models with default settings,barely no artifacts resulting from automapping seams .It is a tremendous improvement over previous method and I get better results(less artifacts)

than microvertex baking.

Congratulation! :) Now you got something less to think about.

(it work well on a sphere on my side too,I don't know what could be Phil's problem.)

Also could you explain the different use of the new local space normalisation settings?

(with examples of why I would need to change setting)

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And one more thing Mr. Shpagin, I'm more than satisfied with 3dCoat as it is now with recent improvements. In fact I'm thrilled. Anything else is icing on the cake.

I do have two requests for features remaining:

a ) More precision voxel modeling tools.

b ) This would go wonderfully with any voxel multiresolution plans you may have in the future. As users would then be able to use voxels from start to finish for meshes of any sort of complexity and precision if they'd like to. I for one look forward to the day when it's possible to model an entire building complete with furniture and occupants entirely out of voxels all within a single scene that's easy to navigate around and isolate your current active object while effortlessly switching between sculpting and modeling when using voxels. That would be sweet! :D

But like I said I'm already more than happy with it the way it is. That would just be icing on the cake.

Wonderful wonderful program. Bravo! I'm more than more than happy with it!

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Andrew,can you do backside masking also for the smooth brush?

In general,affecting backface or not should be an user option selectable for every brush,if you can't do it for voxel mode at least for surface mode.

When you do thin surfaces you'll never want affecting the backside(the only useful brush in this case is an inflate brush,that push along the geometry normals,not the view normals)

now the flatten is great.

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Kay_eva and Artman;

If you guys love it then by all means make it an option. Name it "global smooth" under the voxel menu. For me as well as LJB its broken the way it is now.

Kay_eva

Please share with us why you would miss the carve brush. What feature or property does it have over extrude that you would miss so much.

In my thread i have shown clearly how i would like the "linking between layers" property of the carve brush to become a toggle for the sphere and extrude brush.

What benefit does carve still carry over extrude once thats been implemented?

3dioot

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A little bug with merging for per-pixel... A number of edges seem to be missing. I did a little quick sculpting on a vox sphere, then quadrangulated for per-pixel. The retopo looks fine, it's just the wireframe on the model in the painting room.

2009-07-03_0243.png

2009-07-03_0228.png

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A little bug with merging for per-pixel... A number of edges seem to be missing. I did a little quick sculpting on a vox sphere, then quadrangulated for per-pixel. The retopo looks fine, it's just the wireframe on the model in the painting room.

2009-07-03_0243.png

2009-07-03_0228.png

Hey Phil, I can confirm this bug. I haven't nailed down the exact cause, yet. But it's definitely something to do with quadrangulation.

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I would like to take this moment to request these once more.

Thread

Followup with explanatory movies

I dont think its unreasonable to ask that the basic toolset for voxelsculpting gets finished shortly after v3's release.

I also just found out you have broken the smooth that's under shift. Now the smooth strength is LOCAL under each brush! So if i tweak the smooth to a nice strength under extrude and i switch to carve (or any other brush) i will get different smooth settings with the switch of each tool! How can you possibly think this is a good idea? I dont mind the idea of a seperate smooth brush although it seems to me to only be useful for surface smooth since voxel smooth is tied to shift by default (which is good). But changing the smooth settings under any (voxel) brush should result in a global change for the (voxel) smooth brush. Pressing Shift while using extrude should NOT result in extrude-smooth. No, it should result in the use of global smooth. Please change this back asap.

3dioot

Just to Clarify when i asked for this functionality in my own Wip thread this is how i wished the seperate smooth brush to be implimented, 3Dioot was just better than myself at articulating this. Just in case any body thought my request then seconding 3Dioot's request was in fact contradictory.

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A little bug with merging for per-pixel... A number of edges seem to be missing. I did a little quick sculpting on a vox sphere, then quadrangulated for per-pixel. The retopo looks fine, it's just the wireframe on the model in the painting room.

2009-07-03_0243.png

2009-07-03_0228.png

It is just visual bug (z fighting while drawing wireframe), actually all quads are correct.

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I would like to take this moment to request these once more.

Thread

Followup with explanatory movies

I dont think its unreasonable to ask that the basic toolset for voxelsculpting gets finished shortly after v3's release.

I also just found out you have broken the smooth that's under shift. Now the smooth strength is LOCAL under each brush! So if i tweak the smooth to a nice strength under extrude and i switch to carve (or any other brush) i will get different smooth settings with the switch of each tool! How can you possibly think this is a good idea? I dont mind the idea of a seperate smooth brush although it seems to me to only be useful for surface smooth since voxel smooth is tied to shift by default (which is good). But changing the smooth settings under any (voxel) brush should result in a global change for the (voxel) smooth brush. Pressing Shift while using extrude should NOT result in extrude-smooth. No, it should result in the use of global smooth. Please change this back asap.

3dioot

Smooth worked in this way for really long time. Anyway, now I removed this issue, smooth will work globally.

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Andrew,can you do backside masking also for the smooth brush?

In general,affecting backface or not should be an user option selectable for every brush,if you can't do it for voxel mode at least for surface mode.

When you do thin surfaces you'll never want affecting the backside(the only useful brush in this case is an inflate brush,that push along the geometry normals,not the view normals)

now the flatten is great.

Is there any reason to smooth backsides? At least sometimes? It is easy to do that in surface mode, I just don't want to overwhelm with options. In voxel mode it is just impossible(?), smoothing is performed in volume.

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Smooth worked in this way for really long time. Anyway, now I removed this issue, smooth will work globally.

Actually as Kay_eva and Artman have asked, put this in as an option. I know you dont want to overwhelm users with options but this is an important one.

Also it did not work like this for a really long time.

Smooth has always been local for surface tools. For voxel tools it has been global right up to this update.

As ive uploaded my tutorial video's on your server i added a third part relating to brushes.

http://vimeo.com/5348710

In this video i talk specifically about the fact that smooth is global except for the clay brush when using voxel tools. This video was made on the previous release.

3dioot

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The good thing is you allready have all the functionality for a great hide function in the split tool. What this does is allow you to clip away a part of your sculpt and move it to another layer. The only thing you need to do is instead of putting it on another layer store it in memory (or on disk; whatever works). When the user unhides merge it back in on the same layer it was hidden from. A perfect hide function! Its precise, its fast and most importantly it allows you to work freely on the part that is still visible as a VOLUME (its still closed as it should be). So you can use hide to create a cavity. This may sound small but is really, really usefull. It will free up the trimming and cutting tools for a MUCH wider use! Currently there are often times where i want to trim away volume and i cant because i cannot hide the parts that are in the way! I think its very important you spend some time on this.

Wow! great idea about hide!

I am thinking that freese could be done in similar way. And color in future.

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Is there any reason to smooth backsides? At least sometimes? It is easy to do that in surface mode, I just don't want to overwhelm with options. In voxel mode it is just impossible(?), smoothing is performed in volume.

I can't see a reason for smoothing backside,so if you want that surface smooth affects only front facing for me it can be good.

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