Oleg Shapov Posted May 27 Share Posted May 27 20 hours ago, Stefka said: Here is a picture from the UV map Maybe that's the whole problem. Quote Link to comment Share on other sites More sharing options...
Member Stefka Posted May 27 Member Share Posted May 27 Hi @OlegShapo Thank you for the object. I tried and same thing happens. Here is the video. (It has nothing to do with same texture names) The problem that it may not happen on your side is that you go straight in and your back points to the open side of the trailer. You may realize in my video, that when I´m inside the trailer I turn a little bit, so my back points to the wheel and other relevant parts. Next reason may be that you have to make a big selection area, not only a small one. I may also explain the situation like this. I´m the mirror in the center of the view axis, the area I select in front of me, is also selected in my back. 3DCoat 2025.03 2017-05-27 17-31-34.mp4 Thank you for your support. Quote Link to comment Share on other sites More sharing options...
Advanced Member Elemeno Posted May 27 Advanced Member Share Posted May 27 2 hours ago, Stefka said: Hi @OlegShapo Thank you for the object. I tried and same thing happens. Here is the video. (It has nothing to do with same texture names) The problem that it may not happen on your side is that you go straight in and your back points to the open side of the trailer. You may realize in my video, that when I´m inside the trailer I turn a little bit, so my back points to the wheel and other relevant parts. Next reason may be that you have to make a big selection area, not only a small one. I may also explain the situation like this. I´m the mirror in the center of the view axis, the area I select in front of me, is also selected in my back. 3DCoat 2025.03 2017-05-27 17-31-34.mp4 33 MB · 0 downloads Thank you for your support. its selecting the camera view but without taking the zoom into consideration , i need to test this too ... Quote Link to comment Share on other sites More sharing options...
Advanced Member Elemeno Posted May 27 Advanced Member Share Posted May 27 Desktop 2025-05-27 19-52-44.mp4 @Stefka, seems to be working ok my end. Quote Link to comment Share on other sites More sharing options...
Member Stefka Posted May 27 Member Share Posted May 27 Hi @Elemeno You have to follow my description. First of all you have to be far inside the trailer . Second you have to get some parts in your back. As long as your back points to the open side of the trailer, there won´t be the effect that additional islands are selected. I think best would be to test with a cube, because when you are inside the cube there are always parts in your back. Best regards Walter Quote Link to comment Share on other sites More sharing options...
Oleg Shapov Posted May 28 Share Posted May 28 17 hours ago, Stefka said: You may realize in my video, that when I´m inside the trailer I turn a little bit, so my back points to the wheel and other relevant parts Managed to repeat the selection of the back faces. Passed it on to the developer. Thanks! 2 Quote Link to comment Share on other sites More sharing options...
Member Stefka Posted May 28 Member Share Posted May 28 Hi @OlegShapo Thank you for replicating the problem. Maybe you can also have a look at my other problems I posted here. I think these are also interesting subjects for all hard surface modellers. Best regards Walter Quote Link to comment Share on other sites More sharing options...
Oleg Shapov Posted May 28 Share Posted May 28 4 hours ago, Stefka said: Maybe you can also have a look at my other problems I posted here Of course! We carefully study all the wishes and bugs and pass them on to the developers. But whether everything will be fixed or implemented, only God knows. Quote Link to comment Share on other sites More sharing options...
Advanced Member Mihu83 Posted May 28 Advanced Member Share Posted May 28 Quick question - are there any plans for extending functionality of Noise tool, like adding possibility to use alphas as a noise profile? Similar to Zbrush noise make, I guess. Also, it would be nice to change behaviour of Render room - currently it's keeping lights from latest project, which is damn badword. I have bunch of projects with lights already set up and now I need to set everything up from start, then save settings for each project, because it will keep only latest one. Don't know who came with this idea, but it's not a very good one. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 28 Share Posted May 28 Do you use save/load presets to create a library ? Quote Link to comment Share on other sites More sharing options...
Member Stefka Posted May 29 Member Share Posted May 29 Hi @Oleg Shapov Thank you. So I will wait for your reply to my posts in this thread, from some days ago. If I should repeat them to bring them back on top, please let me know. Best regards Walter 1 Quote Link to comment Share on other sites More sharing options...
Member kritskiy Posted May 30 Member Share Posted May 30 (edited) Hello, I've tried to download the 2025.4 but the file I'm getting is 90mb and it shows an "installer integrity failed", I wonder if anyone else was able to download the full version? Normally installers are much larger. 2025.3 seems to be fine. And on a separate note I see "python API updated" sometimes on releases, is there a more detailed release notes page somewhere or a way to know what's been added or changed? The documentation doesn't seem to be updated either. cc @carrots Thanks! Edited May 30 by kritskiy Quote Link to comment Share on other sites More sharing options...
Member Skaties Posted May 30 Member Share Posted May 30 Hallo, take the Update-Manager... 1 Quote Link to comment Share on other sites More sharing options...
carrots Posted May 30 Share Posted May 30 3 hours ago, kritskiy said: Hello, I've tried to download the 2025.4 but the file I'm getting is 90mb and it shows an "installer integrity failed", I wonder if anyone else was able to download the full version? Normally installers are much larger. 2025.3 seems to be fine. And on a separate note I see "python API updated" sometimes on releases, is there a more detailed release notes page somewhere or a way to know what's been added or changed? The documentation doesn't seem to be updated either. cc @carrots Thanks! The new Python API is compatible with the old one, so old scripts should work except for rooms. In the new API, everything is based on python modules where the script is interpreted only at the first import, then the byte code is executed. It became possible to write your own extensions that can interact with any other modules (with each other and with the room in) We will publish documentation and video tutorials a little later. 1 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member nobackup Posted June 1 Advanced Member Share Posted June 1 this is an annoying bug in the latest version....using the 2d paint tool the RMB action will now sometimes pop up the regular context menu as well as perform the action. super annoying when trying to create with 2d-paint. 2025-06-01_16h19_17.mp4 1 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 2 Reputable Contributor Share Posted June 2 13 hours ago, nobackup said: this is an annoying bug in the latest version....using the 2d paint tool the RMB action will now sometimes pop up the regular context menu as well as perform the action. super annoying when trying to create with 2d-paint. 2025-06-01_16h19_17.mp4 Yeah, there is a conflict there. You can turn that RMB menu off in the Preferences Panel > Viewport Tab. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member nobackup Posted June 2 Advanced Member Share Posted June 2 1 hour ago, AbnRanger said: Yeah, there is a conflict there. You can turn that RMB menu off in the Preferences Panel > Viewport Tab. thanks, will try this. 1 Quote Link to comment Share on other sites More sharing options...
Member Stefka Posted June 3 Member Share Posted June 3 Hi @Oleg Shapov I would like to bring one of my posts back on top. Just to improve the next version, I would like to point out some facts on the layer system that are not working since I started with 3DCoat, within Painting room. I texture different objects up to the final state and save these objects as .3b files. All of these objects do have a different number of layers within the Painting room. Finally, when all the different objects for my model are finished, I start importing one by one. Reason is that I need a single texture for my future export to another software product. The problem arises when I start importing the objects. Here are 3 pictures showing the problem. Picture 1 and 2 are 2 different objects with their layers. Picture 3 shows the result when object 2 is imported onto object 1. The import is done within Painting room by, File - Import - Model for per Pixel Painting. When you have a close look at the layers from the result, picture 3, you will see that some layers got deleted and some are completely missing. The painted objects are still ok. As a result some of the information from the missing or deleted layers are mixed randomly onto other layers. Effectively the layer system is completely broken and not useable any more. I also tried to copy the layers within an original object into a folder. When you import object 2 into object 1, there are not 2 folders each with the assigned layers, but the layers from object 2 are imported in the folder of object 1 and the result is the same: some are deleted some are missing, the layer system is broken. Even if the names of the layers out of the different objects are the same, like Layer 1 or Layer 0, the system should manage this by renaming to Layer 0 Copy and Layer 1 Copy, like Photoshop does. As a complete work around I have to combine all layers for each object and then I can import, but then also all layers are lost, so no real work around has happened. Please repair this in the next version so that the layer system is useful. Thank you and best regards Walter Quote Link to comment Share on other sites More sharing options...
Oleg Shapov Posted June 3 Share Posted June 3 2 hours ago, Stefka said: so no real work around has happened Try importing textures for each uv set separately. 1 Quote Link to comment Share on other sites More sharing options...
Member Stefka Posted June 5 Member Share Posted June 5 Hi @Oleg Shapov There seams to a be missunderstanding. I do have finished, textured, complete model parts, which I import to build up a complete model. In my case f.e. the trailer box, the doors, the wheels, the drawbar. When importing first he trailer box, next step importing one of the doors and so on, the described problem happens. Best scenario is when you import one of your finished obejcts with many paint layers and import another of your finished onjects with many paint layers, you will see that not all layers are there in the final product. You will also see that the informations from different layers are mixed up. Thank you for taking care of this. Best regards Walter 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 5 Reputable Contributor Share Posted June 5 On 6/2/2025 at 4:38 PM, nobackup said: thanks, will try this. By the way, when you are in the Modeling or Retopo workspaces and you RMB click after selecting some verts, edges or faces, do you get the RMB menu for the Retopo/Modeling tools or the one from the Sculpt Workspace? I am getting the latter and wanted to see if this is happening with anyone else. I have already reported it, but it would be good to have some confirmation that it isn't just happening with me. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 5 Share Posted June 5 confirmed Quote Link to comment Share on other sites More sharing options...
Member SreckoM Posted June 6 Member Share Posted June 6 22 hours ago, Stefka said: Hi @Oleg Shapov There seams to a be missunderstanding. I do have finished, textured, complete model parts, which I import to build up a complete model. In my case f.e. the trailer box, the doors, the wheels, the drawbar. When importing first he trailer box, next step importing one of the doors and so on, the described problem happens. Best scenario is when you import one of your finished obejcts with many paint layers and import another of your finished onjects with many paint layers, you will see that not all layers are there in the final product. You will also see that the informations from different layers are mixed up. Thank you for taking care of this. Best regards Walter Are UVs done on these separate objects so when they combine they will not overlap? Quote Link to comment Share on other sites More sharing options...
Oleg Shapov Posted June 6 Share Posted June 6 On 6/5/2025 at 12:37 PM, Stefka said: There seams to a be missunderstanding. Now it's clear! It's a bug and thanks for pointing it out. Quote Link to comment Share on other sites More sharing options...
Member Stefka Posted June 6 Member Share Posted June 6 Hi @Oleg Shapov Thank you, that´s great! Quote Link to comment Share on other sites More sharing options...
Member Stefka Posted June 9 Member Share Posted June 9 Hi @Oleg Shapov. Let´s get to next problem. This problem also exists since my start with 3DCoat and nobody can explain, or solve the problem. When importing Obj files into 3DCoat, it sometimes happens that there are some strange effects, I call them franctals. Please keep in mind, that I import triangulated obj files! Here you can see a picture of these fractals. As you can also see, these franctals are not assigned to any layer. As you can see on the right side, all the layers are disabled, but the fractals can still be seen. As far as I found out, the amount of fractals depends on the size of the texture you assign when importing. The bigger the texture size, the less fractals. I normaly work with texture sizes 2k to 4k. I also think that the fractals are areas of very narrow and long triangles, but on the other hand not all of them, only some. Because the fractals are not assigned to any layer, they can´t be deleted or edited. Another big problem is, that they are always in the foreground. No matter what you try, you will have these grey or intermittent grey areas on top of your texture. No way to overpaint them. When I import the original triangulated obj file to Blender, any version, there are no similar or strange effects. I only work with triangualated obj files! Maybe you can alos confirm this and report to the developers. Best regards Walter Quote Link to comment Share on other sites More sharing options...
Oleg Shapov Posted June 9 Share Posted June 9 2 hours ago, Stefka said: Maybe you can alos confirm this and report to the developers. Yes, I really want to. But a quick test didn't show anything and I need steps, what I need to do to repeat this and pass a clear task to the developer. Maybe you already wrote about this problem and you have a 3b scene with artifacts on .obj? Quote Link to comment Share on other sites More sharing options...
Member Stefka Posted June 9 Member Share Posted June 9 Hi @Oleg Shapov Thank you for the fast response. Attached you will find a triangulated model file. Please import to 3DCoat with "Paint UV Mapped Mesh ...."2 from starting menu. Set automapping and a texture size of 512 x 512 pixels. When imported, disable both layers, zoom a little bit in and you will see different black / grey areas, even though all layers are disabled. Pic1 Next get File - New, do the same import, but with a texture size of 1024 x 1024 pixels. Again disable both layers. This time it´s already more difficult to find the appropriate areas with the black, grey areas. You have to zoom in a little bit more and search a little bit more, but you will find them as shown in Pic2. This is a small object. Having a big object like my trailer from the last sample, you can use 4096 x 4096 and you still have these areas with black / grey areas. In any case the quantity of the areas is dependent on the size of the texture map. Hope this helps and you can replicate the problem. I also think that its of no effect to use the latest beta version because the problem exists for a very long time now. Best regards Walter Biertisch_Test.obj 1 Quote Link to comment Share on other sites More sharing options...
Oleg Shapov Posted June 9 Share Posted June 9 1 hour ago, Stefka said: In any case the quantity of the areas is dependent on the size of the texture map Looks like a bug. Sending it to the developer for fixing. Thanks! Quote Link to comment Share on other sites More sharing options...
Member Stefka Posted June 9 Member Share Posted June 9 Hi @Oleg Shapov Thanks! 1 Quote Link to comment Share on other sites More sharing options...
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