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3DCoat 2025 Development


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On 6/13/2025 at 8:51 PM, wendallhitherd said:

Consistent Crash related to collapsing live booleans when color layers exist:

Should be fixed in 2025-10.

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voxel remeshing causes weird cut lines that give strange effects

 

1816404703_Screenshot(220).thumb.png.78b8cbde22c966a45a1f906789f736f0.png

 

basic sphere , but lines around the circumference cut into a good topology

 

994534243_Screenshot(221).thumb.png.d5d8a22c4dee88ddfbe8a6d0d1c3ac9e.png 

 

lines cutting through an even topology 

 

 

537817299_Screenshot(222).thumb.png.4ee335ddf920ade87077e29b9598fd21.png

 

once you smooth it out you get a good even topology for sculpting on that is optimised and doesnt cause strange artefacts 

 

but

when you add resolution it because a mess again with wasted topology that gives strange lines and weird lighting artefacts 

 

428210497_Screenshot(223).thumb.png.b3eeb18525b7b9e586a440a1085d3bbd.png

 

ive tested a few other softwares that use a 'voxel' remesher or dynamic remeshing and all the softwares give off an even topology all around the mesh

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26 minutes ago, Elemeno said:

voxel remeshing causes weird cut lines that give strange effects

Excuse me, what remeshing tool are you talking about?

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1 hour ago, Dmitriy Nos said:

Excuse me, what remeshing tool are you talking about?

3docta uses voxels ... when you hit enter twice it remeshes to get a even area of density , 

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VoxHide

When you cut it the voxels is sharp but when you unhide it the bevels are generated

image.gif

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On 7/17/2025 at 2:42 PM, Elemeno said:

voxel remeshing causes weird cut lines that give strange effects

 

1816404703_Screenshot(220).thumb.png.78b8cbde22c966a45a1f906789f736f0.png

 

basic sphere , but lines around the circumference cut into a good topology

 

994534243_Screenshot(221).thumb.png.d5d8a22c4dee88ddfbe8a6d0d1c3ac9e.png 

 

lines cutting through an even topology 

 

 

537817299_Screenshot(222).thumb.png.4ee335ddf920ade87077e29b9598fd21.png

 

once you smooth it out you get a good even topology for sculpting on that is optimised and doesnt cause strange artefacts 

 

but

when you add resolution it because a mess again with wasted topology that gives strange lines and weird lighting artefacts 

 

428210497_Screenshot(223).thumb.png.b3eeb18525b7b9e586a440a1085d3bbd.png

 

ive tested a few other softwares that use a 'voxel' remesher or dynamic remeshing and all the softwares give off an even topology all around the mesh

Don't worry about the Topology when working with Voxel Brushes, because you are sculpting strictly with Volumetric cubes, not sculpting with the mesh, nor is the display of the volume driven by the mesh. If you switch to a Surface Brush you can then hit ENTER and it will remesh evenly, to give you a cleaner mesh to sculpt on (using Surface Brushes). I have never known the adaptive/dynamic mesh surrounding Voxels to ever have super clean topology. Maybe Andrew can chime in about it, but it's never been a concern of mine when sculpting in Voxels all these years.

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Posted (edited)

@Dmitriy Nos Ok, I have cursor issues inside 3D-Coat with Huion Kamvas 16 gen 3 - cursor is off when trying to sculpt. That's with WinTab, but with WindowsInk is ok, no pressure though...

It's working fine in every Ui element, but not inside the viewport.

With my Kamvas Pro 24 everything works fine, but I remember some issues back in the day and one of the devs have sent me some app to test it turned out it's 3DC issue, which was then fixed.

EDIT:

Seems like the newest Huion driver was the issue, changed it to older one and it works fine now.

Edited by Mihu83
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Posted (edited)

Hi @Dmitriy Nos and everybody else.

I think there is another problem in 3DCoat when working together with Blender.

Sometimes it´s necessary in Blender to have part of the mesh double sided textured. I do this by doubling the corresponding mesh and inverting the faces. This is for example done when doing hair.

When exporting the obj file from Blender and importing it into 3DCoat, it looks good in the beginning. When you go to the UV room there may be the chance that all the hair parts are in the same area, this is also ok, because different hairstrands are using the same texture area in Blender. To solve this I do an unwrap in 3DCoat UV room. Now the strange things happen. None of the strands are unwrapped correctly. The strands are only lines.
If there are only strands oriented in one direction, the strands are unwrapped correctly.

Beside this, there is another side effect. When returning to the paint room, there are black areas where normally the inverted strands should be. When you disable all layers in the paintroom, these black areas are still visible. There is no way to select them or to delete them. The only way to make them invisible is to hide the corresponding layer in the Painting Objects, but this logically makes all other parts on this layer invisible, too.

So maybe you have time to check this out if this is a bug; or you may tell me what I be doing wrong in my workflow.

Thank you very much for your assistance.

Walter

Edited by Stefka
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On 7/29/2025 at 4:32 PM, Stefka said:

I think there is another problem in 3DCoat when working together with Blender.

Hi. Please share the problematic file, I will try to unwrap it in 3dcoat, or wait for the answer of more experienced users in this matter.

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@Stefka  See the Double-sided material section

By default Blender renders meshes double-sided (two-sided) by duplicating surfaces to create an ‘inside’ and ‘outside’.
The disadvantage in doing this is that both sides are identical; the same UV mapped image appears on both front and back sides.
The workaround for this would typically require another object being created with its own set of properties to fulfill whichever side needed to be different i.e. object 1 – leather on one side, object 2 – sheepskin on the other.
Using Nodes however, it’s possible to avoid needing to do this using a double-sided material (two-sided). 

You only need one UV map for this

how-can-i-create-a-double-sided-texture-v0-rbk3o3uqhtde1.webp

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Hi @Carlosan
Thank you for your answer.
As far as I understood you propose to use 2 separate objects, one for the outside, one for the inside and to use backface culling for both objects. Thats the way I´m doing it.

In the meantiime I did some more internal tests and found out, that the problem was not Blender or 3DCoat, because the original Blender file did not have the problem when being unwraped in 3DCoat. The problem comes from another software I have to use for converting the file, it´s ModelConverter X. 

To overcome the problem I do the same in blender. I copy the object that I need double sided textured, but I move this object a tiny fraction out of the center, so f.e. 0.001 up.
By this the coordinates of both objects are different and the ModelConverter X has no problem with this.

I´m sorry for bothering all of you by thinking that the problem comes from 3DCcoat.

I´ll contact the developer of ModelConverter X maybe they can find a solution.

Thank you very much for your assistance.

Best regards

Walter

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Hi @Stefka

* I propose to use shader nodes to achieve same result (as is show in the image).
read the article, it explain step by step the procedure. If you don't need to export the model to other apps, it is the best solution.

Also, if you need to export, try this add-on Hair-Tools. It's worked very well for me.

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Hi @Carlosan
Thank you for your help. I will check the tools and go through the article.
Best regards
Walter

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Posted (edited)

image.png.57d448f4b4a073d85afbe9873ce8629a.png

Is there a way to put the right click Autopo menu back to retopo room for the latest version? 

Right now the menu shown above is in the retopo room instead, the right click Autopo menu is in the modeling room.

But in modeling room after clicking Autopo it automatically switches to retopo room.  It's annoying if everytime I want to Autopo again I need to switch back to modeling room. 

Edited by animk
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Posted (edited)

Hello @Dmitriy Nos,
Could you please remind the developers to update the 3Dconnexion SpaceMouse API in 3DCoat to ensure compatibility with the new drivers?
The issues I described earlier are still present in version 2025.10.

 

Edited by DoubleCatPunch
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Hi @Dmitriy Nos

As my predecessor @DoubleCatPunchsaid, please remind the developers as well of all the problems I reported, that not a single one got solved within the latest update. I know that 3DCoat is very complex, but how do you sell 3DCoat Textura with all these problems that I reported, with a clear conscience. I suppose that Textura is just an offshoot of 3DCoat and not a complete standalone developement. (Just to let the developers know that I´m getting upset, that I report the same problems for years now and nothing happens!)

Here I think is another problem within Paint Room of 3DCoat.

I do have a model with many layers. Each layer is a texture for the same model.

After finding a little mesh problem, I exported as obj file, I imported the mesh into Blender, the obj file had any of the previous designs / layers from within 3DCoat. I edited the mesh in Blender, just moving some vertices down Z to 0.0, maybe 10 out of 40.000

I exported as obj file from Blender.  

In 3Dcoat, in the paint room, my 3DCoat file with the mesh and all the different layers still open, I imported with the option; File - Import - Import to replace geometry only

My understanding is, that only the geometry is imported and nothing else is affected. (as described the mesh had only minor changes to the original mesh)

After import, all layers with the different textures are still shown, but all the textures are gone and only the texture that was exported originaly to the obj file for Blender was available.

So maybe it´s my lack of understanding English, but I think it´s a bug.

Here are some pictures showing the sequence.

Hope my explanation was ok. For any further explanations just let me know.

Best regards

Walter

Pic1 showing the mesh with the different textures, activated layer 11

Pic1.thumb.jpg.bbb584d9c41381146f8750e6ba3f1195.jpg

Pic2 showing same mesh, different texture, layer 9

Pic2.thumb.jpg.22af6c76fd10b74d77a3b7c15296dda7.jpg

Pic3 shows import of the edited mesh from Blender as obj file.

Pic3.thumb.jpg.0ef71111715d0d5b4b4d829c11167937.jpg

Pic4 shows screen as shown on import

Pic4.thumb.jpg.a8f9c0065f4ae5ba09803c162bc6f502.jpg

Pic5 shows the imported obj file wirh the one texture that got exported to Blender in the beginning

Pic5.thumb.jpg.d9990cb22e65192cc37831609d195b30.jpg

Pic6 shows that layer 9 now has the same texture as layer 11. So texture 9 as well as the other layers 10, 4 and 3 are all gone.

Pic6.thumb.jpg.c46828585ca35af1853ef3826ecda03f.jpg

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new model have similar UV configuration ?

If not, try this

image.png

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Hi @Carlosan

As described the mesh was very similar, only some vertices got moved in the Z - direction, that's it, no addition no deletion.

I´ll try and let you know.

Thank y for the respond.

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Hi @Carlosan

I tried the alternative way you described, but even so nothing was really changed in the mesh, beside some vertices got moved, the import is not possible. Error message: The imported mesh does not match the object in the viewport. ...

This is a very strange result, because the meshes should be 99.99 % the same.

My suggestion is, that the mesh does not comply with the non manifold rules within 3DCoat and this brings a too big difference between the 2 meshes.

Best regards
Walter

Quote

 

 

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Hi @Carlosan 

I did some more tests and finally succeeded to load the mesh by File - Import -  Import to replace geometry only

BUT all the painting layers  are gone.

I tried to load the same file by Texture - Import UV

BUT there was an error message: The imported mesh does not match the object in the viewport. ...

To me this looks strange, on one hand all the painting is gone on the other hand loading the same file by 2 similar ways, one is working, the other is bringing an error message.

Very strange!

Best regards

Walter

PS: my suggestion about manifold rules within 3DCoat did not confirm.

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Try this workflow: Load new UV layout After Model Changes

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Hi @Carlosan

After some attempts I succeeded to load the new mesh. (Initial problem was that Layer 0 was disabled in the original file. If this is the case, there is nothing visible after going through all the steps of the help description.) I really got all the unchanged parts textured, this was astonishing to me,

BUT, all the other layers, showing different textures for the model were gone. The layers are still visible, but they seem to be empty.

Even if you propose to do all the steps each time with a different layer activated which might work, there is still the problem that all the edited parts of the new mesh need to be retextured. (It always looks good with the samples in the help description, but they have nothing to do with real life)

Now this was the third attempt within 3DCoat to do the same thing. How ineffective, time consuming and nerve wracking must the service for such a software be!? How much wasted time do the developers spend to repair software parts that should do the same thing within a single product?

Besides the little advantage of this third try, I think all three possibilities are still buggy.

For me, there is no other chance than to redo my mesh and start texturing all over again.

Thank you for your support and best regards

Walter

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@Stefka Do you like to share the project and the new model with me (by PM) to take a look ?

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Hi @Carlosan

Yes I would like to share, maybe you can find a better solution. Please let me know how I can send you a PM.

Thank you for your support.

Best regards

Walter

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A link to Google drive could be

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Hi @Carlosan

I never did it bevore, so may be not working for the first time.

I coppied the zipped file to Google drive. I think I need your email adress now to send you the link for download!?

If there is a more convenient way for you, please let me know.

Thank you for the assistance.

Best regards

Walter

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New issue with 2025.10:

- Cut off tool, rectangle lasso - lasso rotation with ALT doesn't work. Probably doesn't work with other tools that use lasso selection, but I haven't tested that.

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Posted (edited)
2 hours ago, Mihu83 said:

New issue with 2025.10:

- Cut off tool, rectangle lasso - lasso rotation with ALT doesn't work. Probably doesn't work with other tools that use lasso selection, but I haven't tested that.

yea youre right rotation doesnt work

Edited by Elemeno
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they replaced the alt rotation with centred scaling .... which used to be ctrl i believe...

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On 8/11/2025 at 3:08 AM, Andrew Shpagin said:

Fixed in 2024.11 (will be soon with all quickfixes)

image.png

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