Advanced Member Elemeno Posted June 5 Advanced Member Share Posted June 5 7 hours ago, thinkinmonkey said: Hello, What cad modeling tools?!?! I think I'm missing a note here: could you please share with me more informations or a video about those? Thank you they are developing a cad room , i believe its been in dev for a while now and im not 100% sure on this but one of the developers actually built a cad program prior to 3dcoat or while developing 3dcoat so they have lots of knowledge in that area , its jsut the job of incorporating cad tools into the 3dcoat workspace , how the surface would be voxelized etc , this will make hard surfaces so easy now! 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205139 Share on other sites More sharing options...
Advanced Member gbball Posted June 6 Advanced Member Share Posted June 6 I just reopened one of my projects in 2026.02 and this is what I'm seeing in the Voxtree Is this happening to anyone else on sculpt meshes after working in the paint workspace? I didn't look like this when I closed the file previously. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205142 Share on other sites More sharing options...
Gorbatovsky Posted June 6 Share Posted June 6 12 hours ago, thinkinmonkey said: could you please share with me more informations or a video about those? See please here 3 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205143 Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 6 Reputable Contributor Share Posted June 6 14 hours ago, gbball said: I just reopened one of my projects in 2026.02 and this is what I'm seeing in the Voxtree Is this happening to anyone else on sculpt meshes after working in the paint workspace? I didn't look like this when I closed the file previously. I don't get as many as you do, but I already reported this and there should be a resolution in the next build. 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205150 Share on other sites More sharing options...
Member GoG Posted June 12 Member Share Posted June 12 Hi, quick question, where does 3DCoat stores/checks the path to its user data folder? I like to keep different versions of 3DC to test/compare/rollback if needed, each with their own data folder (Documents/3DCoat in Windows). But when I relocate 3DCoat data folder (under Edit menu) for one version, others follow the new path as well. Currently I'm using scripts to symlink to different folders each time I change versions, but I really don't wanna do this if I don't have to. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205186 Share on other sites More sharing options...
Carlosan Posted June 12 Share Posted June 12 It is a bug that will be solved on new versions. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205187 Share on other sites More sharing options...
carrots Posted June 13 Author Share Posted June 13 Windows, 2026-04 (Beta GPU Per-Pixel Painting) 3d-coat-2026.04.zip (Just unpack and run 3DCoatGL64.exe or 3DCoatGL64Legacy.exe) 3DCoat-2026-04 Beta Sat Jun 13 03:19:24 2026 -0700 - The executable file 3DCoatGL64Legacy.exe has been added; it retains the legacy texturing approach, without support for GPU layer blending or the node system for Per-Pixel Painting. - A new, important tool called the "Splitter" is now available! Line cutter allows to split object into several parts using the lines lasso, freehand lasso (non-closed), curve or any other E-mode modifier. Preferable is lines lasso or freehand lasso. - Fixed: An issue where an annoying "Several UV sets are sharing the same name" warning would mistakenly appear in scenes containing only voxel or surface objects. - Added "Import Multiple UDIMs" tool. Import multiple UDIM tiles as textures. Select one or more files representing a UDIM tile (e.g. 1001), and the tool will automatically load all channels across all tiles. - 3DCoat now automatically updates outdated room configurations in the background to ensure you always have the latest toolsets, while safely prompting you for permission before overwriting any manual customizations you have made. - Introduced the new ProjectFolder feature—an isolated workspace directory that locally stores all your custom assets, materials, and textures—allowing you to easily archive and transfer entire projects across computers with all their dependencies intact, simply by selecting it as your active folder in 3DCoat. - An InlineNode mode has been added. When this option is enabled and a node has only one output connection, its interface is displayed directly next to the input property to which it is connected. The node's properties and definitions will automatically synchronize with the target node. - A separate folder named 3DCoat2026 is used in the Documents directory to avoid conflicts with data from previous versions. - You can specify a separate directory in "Documents" for each build by listing it in the doc_folder.txt file. - The ability to control an object's transparency using node-based materials—regardless of whether the layers beneath it are transparent—enables painting with transparency or creating transparent materials (such as in-game glass) that do not distort the background through refraction. - Added support for Screen Space Reflection & Illumination when rendering polygonal objects in the render room. - Expanded the coat.PaintRoom Python API with new methods (GetUVSetsCount, GetUVSetName, RenameUVSet, GetUVSetResolutionX/Y, ResizeUVSet) to allow scripts to directly query and modify names and texture resolutions for individual UV sets. - Fabric materials scanned using Scanimat technology have been added. - Added integration with Antigravity 2.0. Other minor changes: - Render only a single preview when saving the node graph - Fixed baking nodes to sculpt object vertices - Source selection in the Object Inspector (Layer or Object) - Fixed component reordering in the Object Inspector - Automatic conversion of Samplers to UVWTexture nodes in existing materials - Per-channel inversion in image loading settings - Automatic conversion of Samplers to InlineNodes - Modified SingleVertexSelection usage - Modified MultiObject::Tips() - Fixed color conversion from LAW formats - Updated Python API and API documentation - Fixed shaders - Added option to replace or add Displacement in the Mask node (Component type) - Added support for screen-space reflections and lighting when rendering polygonal objects in the Render Room - Added ability to create materials that control surface transparency (e.g., for game glass or low-poly model outline transparency) - Restored missing tools for multi-resolution and proxy modes - Added ability to invert individual channels in the Invert node - Added Saturation node - Removed Samplers from the SimpleMaterial node - Fixed PBRTiler extension 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205194 Share on other sites More sharing options...
carrots Posted June 13 Author Share Posted June 13 3DCoat-2026-04.exe Installer 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205195 Share on other sites More sharing options...
Advanced Member Elemeno Posted June 13 Advanced Member Share Posted June 13 5 hours ago, carrots said: 3DCoat-2026-04.exe Installer will these be added to the auto updater soon cause my firewall will not let me download. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205196 Share on other sites More sharing options...
Carlosan Posted June 14 Share Posted June 14 Note: Any modification of parameters of node (icon visualization & compilation time) is a little slow, could be improved ? Try making undo after any change 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205197 Share on other sites More sharing options...
carrots Posted June 14 Author Share Posted June 14 Just now, Carlosan said: Note: Any modification of parameters of node (icon visualization & compilation time) is a little slow, could be improved ? Try making undo after any change Yes, this will be accelerated. 2 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205198 Share on other sites More sharing options...
Carlosan Posted June 14 Share Posted June 14 Adding filters to the layer delete color channel sidenote: - to add "M" key to mute on/off any selected Node - delete any Node using Delete key - add an option to replace Node when pressing RMB 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205199 Share on other sites More sharing options...
Carlosan Posted June 14 Share Posted June 14 Multiply or Mix Nodes (any node with CurveDialog): compress/expand CurveDialog change saturation Curve dialog expanded Curve dialog compressed Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205200 Share on other sites More sharing options...
carrots Posted June 14 Author Share Posted June 14 40 minutes ago, Carlosan said: Adding filters to the layer delete color channel `InLayerColor` is the color you used to paint on the layer with the brush (this allows the material to generate differently based on the brush color); it is not the color present on the material itself or on underlying components. If you need the color from underlying layers, use `InLowerLayer`; if you need the color from underlying components, use `InColorProperty`. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205201 Share on other sites More sharing options...
carrots Posted June 14 Author Share Posted June 14 31 minutes ago, Carlosan said: Multiply or Mix Nodes (any node with CurveDialog): compress/expand CurveDialog change saturation Curve dialog expanded Curve dialog compressed Currently, curves are simply not processed when hidden; you aren't just hiding them, you are disabling them. If the curves graph takes up too much space, you can switch to gradient mode, but it is better to use Simple or Levels modes, as they are faster and consume fewer resources. 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development/page/4/#findComment-205202 Share on other sites More sharing options...
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