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3DCoat 2025 development thread


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Hi @Oleg Shapov

Thank you very much for your support.

Here is my original post from some time ago.

This is really a pain in the arse. Please try your best to convince the developers that the feature of "Manifold Problem" becomes optional.

Thank you and best regards

Walter

Dear Developers
I´m using version 2025.03, but my problem is related as well to all the older versions.
Hope this is the right place to talk about it!?
I´m using 3DCoat now for more than 2 years. I´m only doing hard surface modeling. One of my main problems is in the Modeling room.
It is the "non-manifold" problem.
As everybody knows, this function is deleting triangles anywhere in your model, neither showing you where the triangles have been deleted, nor giving you the chance to disable the deletion!
This unwanted deletion ruins many of my models and costs me a lot of time to repair. The non-manifold problem is not an issue for my models.
Because of the deletion, the modeling room is of no use for me, because it causes more problems than solutions. Instead, I´m using blender for this, because here I never got any complaints, nor did I ever get any parts of my model willfully deleted.

PLEASE!
1. Make the correction of any non-manifold problem optional in your software. User may disable this option and never again gets patronized. I think many may be greatful if you tell them that their model has some errors but nobody wants you to delete any triangles out of a 50´ - 100´ triangles and leave them a nice puzzle to solve.

2. If enabled, the places where you deleted part of the model should be marked.

3. The note that is posted, when triangles are deleted , should not be in the footer of the window. When working concentrated on something, and not expecting any messages, you will not see it. I think it´s better to place any error messages in the center of the screen.

So PLEASE again, set this function as an option.

Thank you very much for your kind attention.

Best regards
Walter

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2 hours ago, Stefka said:

Here is my original post from some time ago.

I immediately added your suggestion to the wishlist. But don't put your hopes on me because I have no more influence on developers than you do. As an assistant in this inconvenience, try the Show Open Edge tool.

image.png

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Hi @Oleg Shapov

Don´t underestimate yourself, you are moderator, so your influence is much higher than mine. If you support my "wish" I´m sure it has much more weight than my "wish" alone.

Thank you, yes I know the tool. But, if you have an object with a lot of Open Edges, you get an overwhelming result. Finding the hole that came out as a result of Non-Manifold, is a problem. Picking the correct one out of a bunch of holes is an endless story. As you may know, the modelling part is its own story and I don´t use it for construction, in the time it takes me to find the correct tool in some sub-sub-sub menu I can finish the construction using my current standard tool.

The only reason I use the modelling menu is to export the selected part of a construction as a stand alone part.

Thanks for your support, best regards

Walter

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Hi, in 3DCoat-2024, (surface mode) in the left panel of tools, brushes and commands there is a section called "Custom", and within that section is the "base brush".
As you can see in the image below:
image.png.e3b975e839331e63b31c2146e3381f17.png
That said, now in the latest build of 3DCoat-2025 I can't find the Custom section and the base brush within it.
What happened to the section and the base brush? Was this section with the base brush builder accidentally removed?
Please, could someone check this in the latest build of 3DCoat-2025?
Thank you very much.

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2 hours ago, Rygaard said:

Hi, in 3DCoat-2024, (surface mode) in the left panel of tools, brushes and commands there is a section called "Custom", and within that section is the "base brush".
As you can see in the image below:
image.png.e3b975e839331e63b31c2146e3381f17.png
That said, now in the latest build of 3DCoat-2025 I can't find the Custom section and the base brush within it.
What happened to the section and the base brush? Was this section with the base brush builder accidentally removed?
Please, could someone check this in the latest build of 3DCoat-2025?
Thank you very much.

Maybe it's because of the switch to python. I'll check today.

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29 minutes ago, carrots said:

Maybe it's because of the switch to python. I'll check today.

You are right! Thank you very much for checking this.

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Bugs encountered in Modeling room:

  1. Undo (Ctrl+Z) not working properly:

    • To revert an action, I often have to press Ctrl+Z multiple times instead of just once.

  2. Symmetry tool issues:

    • After performing an action, symmetry fails to replicate it on the opposite side.

    • Even when adding equally spaced edges on both sides, moving one side does not update symmetrically on the other.

  3. Visual reference:

    • I’ve attached a GIF demonstrating these bugs for better clarity.

      image.thumb.gif.e6e9902328df2ea3e110f5c302dee8dc.gif

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8 hours ago, MJonathan said:

Symmetry tool issues:

Please disable "Virtual Mirror Mode", it is still buggy. And then apply symmetry "Apply Symmetry to All Layers" after all manipulations.

image.png

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14 hours ago, Rygaard said:

You are right! Thank you very much for checking this.

Thanks for the message, I found the bug and fixed it. The build with the fix will be available today or tomorrow.

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3 hours ago, Oleg Shapov said:

Please disable "Virtual Mirror Mode", it is still buggy. And then apply symmetry "Apply Symmetry to All Layers" after all manipulations.

image.png

Thanks Oleg, yes it's buggy but apply symmerry works well!

Did you have the oportunity to test the Ctrl+Z issue? If you need a new video I can record It, because It's driving me crazy, in live smooth It happens all the time and if It is disabled is the same but it happens after some actions like extrude.

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12.6.2025 CRASH!!!

Version:3DCoat 2025.06
Memory status: OK
pointers: 120639

Video: NVIDIA GeForce RTX 3060

nproc: 8 (1)

00A3DB6A 3D-Coat\MC\RetopoTools.cpp line 43050
009D3E11 3D-Coat\MC\RetopoTools.cpp line 41068
00A9FFA5 3D-Coat\MC\RetopoTools.cpp line 41048
00A8215F 3D-Coat\MC\RetopoTools.cpp line 47141
010D16DF 3D-Coat\PolyMesh.cpp line 14720
0164F52E comms\cWidget.cpp line 536
01D28052 Main.cpp line 223
0165F7AE comms\cWinMain.cpp line 1753
0165F99B comms\cWinMain.cpp line 3401
016626EB comms\cWinMain.cpp line 3690
01D4EB76 s\src\vctools\crt\vcstartup\src\startup\exe_common.inl line 288
22DE6374 
23DDBC91 
23DDBC91 

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52 minutes ago, Carlosan said:

3D-Coat\MC\RetopoTools.cpp line 43050

This is a case of Subdivide.
I have already fixed 3 crashes with Smart Hybrid.
Maybe this has already been fixed.
Wait for build 07

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one feature I would request for booleans is "boolean slice" mode, which would be a combo where the child sceneelement is boolean subtracted from the base object, and then intersected, resulting in the original object being sliced by the child

Here are some utility scripts I made that removes some clicks.

These scripts will create a duplicate volume of a base object, parent it under the base, and set the child's boolean mode accordingly. Subtract / union start empty, intersect starts with a slightly extruded copy of the base object so the base object doesn't disappear. you can carve into the intersect object with cut or voxhide tool to get clean intersection edges

 

image.thumb.jpeg.fb5cdef61768d7c38c38fa8cb80534f4.jpeg

Also this might be accidental but it's really useful: when sending the collapsed boolean object back to blender, the mesh comes in with material slots that correspond to the boolean object. This is a godsend for using QuadRemesher because you can use the material ids for sharp edges instead of sharp normals. I have built out some blender tooling to make the back and forth between 3dcoat materials / selection sets (the equivalent of zbrush polygroup) easier to manage

image.jpeg.a962ade666fd097459927d2f561dee1c.jpeg

image.thumb.jpeg.d351a1074e7632716cc0aea698e05001.jpeg

 

voxbool_make_intersect_volume.py voxbool_make_subtract_volume.py voxbool_make_union_volume.py

Edited by wendallhitherd
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Hi to all.
Everytime I do an update I get an error message, even so the program is running fine after installation.
Lately I did the update from 25.03 to 25.06 and got the error message seen in the picture.
Win10 Home
My memory is 64 GB, under normal conditions used by 25%.
SSD C: is 1 TB with 660 GB free space.
SSD D: is 2 TB with 830 GB free space.
GPU memory: 16 GB.
NVIDEA 940MX 2 GB dedicated memory. Drivers latest version.
Installation is done to drive D:

Can´t imagine where there is InsufficientSpace!?
Maybe someone can tell we where the problem is?
Thank you.

Pic1.jpg

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27 minutes ago, Stefka said:

Hi to all.
Everytime I do an update I get an error message, even so the program is running fine after installation.
Lately I did the update from 25.03 to 25.06 and got the error message seen in the picture.
Win10 Home
My memory is 64 GB, under normal conditions used by 25%.
SSD C: is 1 TB with 660 GB free space.
SSD D: is 2 TB with 830 GB free space.
GPU memory: 16 GB.
NVIDEA 940MX 2 GB dedicated memory. Drivers latest version.
Installation is done to drive D:

Can´t imagine where there is InsufficientSpace!?
Maybe someone can tell we where the problem is?
Thank you.

Pic1.jpg

download the installer direct and try that

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hello, I'm just curious if there is an estimated release date for 2025?

I have a 2024 license but I can't use 3D Coat 2024 with my Linux computer (except by using workarounds) and it has been fixed in the 2025 release - but there is no way to buy a 2025 license yet.

Thank you!

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Hi @Elemeno
Thanky ou for the hint.
Trying this gives no error message.
But may be good information for the programmers to check the update manager, because many users may be unsure what these error message means and if it is critical.
Best regards

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Hi @Oleg Shapov
Just started to work with 2025.06 but there is a problem.
I tried to load some of my models f.e. the trailer I have been using here for some explanations. File - Open - XXX.3b
When loading the model, you get automatically sent to the UV room although I´m sure that I always finish my work in Painting room and store my work from here. Model can be seen in UV room.
So after loading the model I´m in UV room. When I switch to Painting room, the model can´t be seen, the working area is empty! There is no change if you switch between UV and Painting room, or apply UV Map in UV room, no matter what you do, the Painting room stays empty.
Please check this, I think there is a bug.
Best regards
Walter

Edited by Stefka
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25 minutes ago, Stefka said:

Just started to work with 2025.06 but there is a problem.

Could you give an example of such a scene 3b?

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could we maybe have deformers for sculpt room , maybe like a lattice that deforms the whole mesh , even a super low poly duplicate of a sculpt that we can assign as a lattice and and deform using a gizmo and it will directly move in the sculpt room ?

also i know this seems like wasted time but can we change the layout of the ui, specifically the meshes 

so instead of separate panels for each mesh type and curves ,

can we just have a list that states polymodels ,sculpt and curves in a long list?

and then have sculpt,polys and curves always visible in all rooms ,a lot of the issue when moving room to room was the disappearance of difference meshes, being able to see all your work and then have the ability to hide, or delete what you see would help so much ,as in the end you working on a mesh not a scene ... we aren't rendering in a scene so everything should be solely focus on mesh creation and ease of use .

now smart hybrid , even though its a nice idea , it cant be separate pieces of sculpt mesh , you cant manipulate the whole mesh you can only manipulate the areas you have merged , edge movement wont move the mesh or pieces of the mesh , i love cad modelling but this is just another tool that does the same thing .

whatever you can do in this software you can do the exact same in the sculpt room , if the nurbs modelling works as a whole and you could snap shape cuts onto the mesh etc that would be amazing but so far its going the wrong direction .

 

i hope this doesnt sound like im hating on any progress or features youre adding , i want you to do great! youre all amazing developers but from an artists point of view alot of things require changes just to help them seamlessly work well . 

 

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1 hour ago, Elemeno said:

you cant connect two curves to make one curve?

Yes. To do this, you need to select two curves, then select the extreme points of the curves and click the uniting icon.

image.png

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40 minutes ago, Elemeno said:

if the nurbs modelling works as a whole and you could snap shape cuts onto the mesh etc that would be amazing but so far its going the wrong direction .

I'm just trying to make NURBS modeling work as a whole.

-you could snap shape cuts onto the mesh
Can you explain this in more detail?

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36 minutes ago, Elemeno said:

could we maybe have deformers for sculpt room

Have you tried this tool and to what extent can it satisfy your need?

image.png

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50 minutes ago, Elemeno said:

could we maybe have deformers for sculpt room , maybe like a lattice that deforms the whole mesh , even a super low poly duplicate of a sculpt that we can assign as a lattice and and deform using a gizmo and it will directly move in the sculpt room ?

So that the entire low-poly mesh would adapt to the sculpture, no, this is not implemented in all sculpting tools.

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2 hours ago, Gorbatovsky said:

I'm just trying to make NURBS modeling work as a whole.

-you could snap shape cuts onto the mesh
Can you explain this in more detail?

honestly if you could that would be amazing !! 

 

when you snap shape cuts you project a circle on a shape , the shape cuts the geometry and then you can use that face or edges to either extrude from or fillet etc 

 

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