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3DCoat 2025 Development


AndrewShpagin
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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

  • Advanced Member
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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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 . 

 

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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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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