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3DCoat 2025 development thread


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45 minutes ago, Elemeno said:

its very strange ... it works for you but not me

Yes. And I still can't replicate it. It's like the transformer's Leave Rotated Axes setting is off. But for the Pose tool, it shouldn't work.

image.png

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2 hours ago, Elemeno said:

(2) when inverting a pose selection it doesnt take values and invert them , so the outsides shouldnt just swap with the inside

Here you have too soft a form of gradient. I am not sure if it is a mistake. How do you think the tool should behave in this case?

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2 hours ago, Oleg Shapov said:

Here you have too soft a form of gradient. I am not sure if it is a mistake. How do you think the tool should behave in this case?

the area which is "0" should take the value of what ever is selected and the selected area becomes"0"

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1 hour ago, Elemeno said:

the area which is "0" should take the value of what ever is selected and the selected area becomes"0"

Makes sense!

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In the 09 version from June 21st, when I choose the Tweak room, most of the entire interface disappears and I can't do anything but X out of the program and start over.  Not sure if this has been reported.  It's only the tweak room.

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:huh:

Tweak room don't exist anymore and was moved to Paint room time ago...

image.png

May be an old config interfering the new UI ?

Try renaming customrooms folder at

C:\Users\<username>\Documents\3DCoat\UserPrefs\Rooms

and open 3DC again

Hope this help

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I've been trying to get normal maps to show up in the sculpt room for a few days now, and haven't got anywhere.

I have tried creating a brand new shader, using a normal map I know works, and it just doesn't have any visible effect once applied.  I have adjusted the texture scale, and the bump value. If I activate 'cavity', and crank the value for the cavity and bulge, I can see some effects as if the normal map was there, so 3DCoat knows about it.

Bizarrely, the shaders with normal maps under the default 'fabric' tab are working as normal.

Is anyone else having this issue?  Or is it only me?

Baffled.

Derek

//edit

 

6 hours ago, carrots said:

can you try this version?
In this version it should work fine.
https://drive.google.com/file/d/1TqXyEkHnRzhgJPdthz0wTHevL6Vmczbv/view?usp=drive_link

 

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On 7/2/2025 at 10:04 AM, Carlosan said:

try adjusting object size,
maybe is very small ?

No, it's the default size.  A sphere with a radius of about 30.

And when I switch on the cavity, I can make out the shading of where the normal map should be, but isn't showing up.

I might try a complete uninstall and reinstall.

EDIT:   A reinstall hasn't helped.

 //edit

6 hours ago, carrots said:

can you try this version?
In this version it should work fine.
https://drive.google.com/file/d/1TqXyEkHnRzhgJPdthz0wTHevL6Vmczbv/view?usp=drive_link

 

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3dcoatGL64.exe remains open in the background even when the application is closed

image.png

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Hi @Oleg Shapov
I found another strange effect in the paintroom of version 2025.09
As you can see in the attached picture, there is a texture difference in painting either with "from camera" or "cube mapping".
The outer area of the dark wooden texture is painted with "from camera" option, the inner area is painted with "cube mapping" option. I tried to adjust the size of "cube mapping" very close to the one "from camera" size of the texture. Both paintings are on the same layer. Both are the same tecture.
Painting by "from camera" looks much better!
Is there an explanation for this difference or is it a bug?
Thank you and best regards
Walter 

Pic3.jpg

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1 hour ago, Stefka said:

Hi @Oleg Shapov
I found another strange effect in the paintroom of version 2025.09
As you can see in the attached picture, there is a texture difference in painting either with "from camera" or "cube mapping".
The outer area of the dark wooden texture is painted with "from camera" option, the inner area is painted with "cube mapping" option. I tried to adjust the size of "cube mapping" very close to the one "from camera" size of the texture. Both paintings are on the same layer. Both are the same tecture.
Painting by "from camera" looks much better!
Is there an explanation for this difference or is it a bug?
Thank you and best regards
Walter 

Pic3.jpg

It could be a bug, but I wonder if the UV texel density of the inner parts are different than the outer parts? Can you screen record this process and show the UV texture map in the TEXTURE EDITOR tab? Maybe we can spot the culprit when seeing it happening while painting.

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19 minutes ago, AbnRanger said:

It could be a bug, but I wonder

Here comes the video. First action is painting "from camera", second action is adjusting the size for "cube mapping", third is painting with cube mapping.
I had to zip the file, otherwise its to big.

Texturing.zip

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On 7/4/2025 at 3:50 PM, Stefka said:

Here is the picture of the mesh because I think it was of interest for you as well.

Pic4.jpg

That is quite strange. I tested this on a scene of mine, but I don't get this behavior. Can you go to the EDIT menu > click RESTORE DEFAULT SETTINGS (I would probably close the app and restart it again) and see if that helps fix this issue. If not, would you try one more thing? Go to the FILE menu > and click on NEW > from the splash screen pick PAINT UV MAPPED MESH (PPP) > pick a sample model like the Material ball and try this test one more time. If it works correctly on the sample scene, then we know something is off with the Mesh or UV's.

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50 minutes ago, AbnRanger said:

That is quite strange. I teste

I did load the object with PAINT UV MAPPED MESH as usual if I start with a new model.
Restarting 3DCoat makes no change as well.
Did not jet RESTORE DEFAULT SETTINGS because I´m not aware what will be reset? Is there a way to store the current settings to reload them in case anything is lost waht I need?

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These modeling tools doesn't appear in the latest 3dcoat version:

  • Edge Flow
  • Equalize Edges
  • Lattice (These tool was renamed to Wireframe to Mesh, Ignore this)

I think there are other modeling tools that dissapear in this latest version, but I don't know every tool on 3dcoat!

image.png.461ccaccca2ed76d2048d5b36c92561f.png

Edited by MJonathan
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15 hours ago, Carlosan said:

share the model to take a look please

@Carlosan @Oleg Shapov @AbnRanger
Hi and thank you for your comments.
Because the problem did not arise on your side I got a little bit deeper into it to find out more details.
First of all it has nothing to do with a special model, it happens on any kind of model.
I made a simple cube for texturing with a big texture 2048 x 2048, texture original size, also 2048 x 2048 and textured part of a surface with "from camera" and the other part with "cube mapping". Result, no difference. I think that´s the way you had been testing.
Then I reduced the texture size of the object to 512 x 512 and I also reduced the texture size in "from camera" mode with the magnifying glass from the menu. Again I painted a part of one surface with "from camera". Then I switched to "cube mapping", reduced the size of the texture in the preview window, again with the magnifying glass until it has about the same scale as "from camera" painting and painted the rest of the surface. Now there is a clear difference between the 2 paintings.
First part of the painting "from camera" is a little bit blury due to resolution differences, that's quite understandable. Second part now has a lot of moiree and high contrast as shown in my first post.
I think that the recalculation of the texture, when size is changed, is the reason for this harsh effect. I don´t know if there exists any possibility to use a different calculation method for textures, but I´m sure there has to be one.
Hope this helps for analysing the problem.
Have a nice weekend.
Walter

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