Advanced Member JamesE Posted September 21, 2009 Advanced Member Report Share Posted September 21, 2009 Hi all,I haven't been working with 3dcoat for a while and just got version 3.1.06. to do some voxel sculpting. I'm running DX64 CUDA version. I've got to say the Carve brush seems broken to me: When carving over a non flat surface (say in a crevice) with depth of 50% or so it creates ugly holes all around. Even on a flat surface, the border of the carve show some uglyness. When working with a very small depth of 1-2% it creates a nasty patern of dots. I used to use this tool a lot and it was working fine at that time. Now it's unusable to me. Can someone with the same version running confirm this, thanks. Franck. Edit: I'm using the second pen pressure setting btw: Pressure only affects depth Carve creates harsh unsmoothed edges by design. Not sure why people would want that - maybe its faster or something, but I never use it. I think extrude is the same as carve only with a softer edge - at least I recall reading that in the manual. Probably better to use that and change your alpha as needed. I don't use cuda either... between using a mac at home and an average performance win 32 machine at work, I just find dx and gl more solid to work with. Link to comment Share on other sites More sharing options...
Advanced Member Frankie Posted September 21, 2009 Advanced Member Report Share Posted September 21, 2009 Does disabling CUDA fix your issues? Sounds a bit like a CUDA error. I have gone to no cuda version since i dont trust it. It creates holes and other weirdnesses that dont happen with cuda disabled. Thanks for the tip. I'll keep that in mind when other problems arise. Unfortunately for this particular tool, I've got the exact same behavior with or without cuda (disabling the cuda flag in the voxel menu, not running a non cuda version). Basically the less depth (pressure) I use, the uglier it gets. Link to comment Share on other sites More sharing options...
Advanced Member Frankie Posted September 21, 2009 Advanced Member Report Share Posted September 21, 2009 Carve creates harsh unsmoothed edges by design. Not sure why people would want that - maybe its faster or something, but I never use it. I think extrude is the same as carve only with a softer edge - at least I recall reading that in the manual. Probably better to use that and change your alpha as needed.I don't use cuda either... between using a mac at home and an average performance win 32 machine at work, I just find dx and gl more solid to work with. I like the fact that carve cuts out matter without smoothing. Basically carving the brush profile out of the bloc of matter. I use that to sculpt rocks and chamfer corners with a round brush and a large radius. The problem is that ugly noise that comes from nowhere at low pressure settings. Maybe an accuracy issue? Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted September 22, 2009 Author Report Share Posted September 22, 2009 Yes, carve works in slightly other way. So use extrude better. old way: choose most deep point under brush and merge pen-like object from that depth. Problem is that it cause unpredictable and random results if there are some holes. new way: it merges pen directly in pick point. And carve with low depth will produce thin layer with all problems of thin layers. Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted September 22, 2009 Applink Developer Report Share Posted September 22, 2009 Go and check twitter about ABF++...Tasty Link to comment Share on other sites More sharing options...
philnolan3d Posted September 22, 2009 Report Share Posted September 22, 2009 Go and check twitter about ABF++...Tasty Yes, very exciting news! Link to comment Share on other sites More sharing options...
PalSan Posted September 22, 2009 Report Share Posted September 22, 2009 I look forward Link to comment Share on other sites More sharing options...
Advanced Member Ratchet Posted September 22, 2009 Advanced Member Report Share Posted September 22, 2009 @Andrew: What about beta/release state - all builds are better then previous in terms of stability Yeah people are hard to satisfy sometimes, sometimes they cant' enjoy that already great tool they'got ! Link to comment Share on other sites More sharing options...
Member adrian Posted September 24, 2009 Member Report Share Posted September 24, 2009 @Andrew: What about beta/release state - all builds are better then previous in terms of stability Yeah people are hard to satisfy sometimes, sometimes they cant' enjoy that already great tool they'got ! oh man i"m so waiting for the next release, it gone be awesome realy wow, just wait and see ,.. awesome , i hope it comes before the weekend, just try it out and say wow , andrew is a mathematical genius and the next update will be more geniuses, ... just wanna break the negative Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted September 25, 2009 Reputable Contributor Report Share Posted September 25, 2009 No rush, Andrew. Quality > Rushed release Link to comment Share on other sites More sharing options...
Advanced Member jacobo Posted September 25, 2009 Advanced Member Report Share Posted September 25, 2009 No rush, Andrew. Quality > Rushed release I fully Agree... Better to wait a little than bang yer head on the monitor Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted September 25, 2009 Author Report Share Posted September 25, 2009 Updated to 3.1.07 (Win & OSX, Linux - slightly later) Changes: - ABF++ implemented [beta status] - Unwrapping tool are very essentially improved - fixed: after opening saved objects volumes in surface mode was unpickable. - Freeze undo in DP problem fixed. - Fixed several important bugs in baking and retopo. Link to comment Share on other sites More sharing options...
PalSan Posted September 25, 2009 Report Share Posted September 25, 2009 Link to comment Share on other sites More sharing options...
Advanced Member Routb3d Posted September 25, 2009 Advanced Member Report Share Posted September 25, 2009 Open GL X64 without CUDA not launching on Windows7 x64 IC Link to comment Share on other sites More sharing options...
philnolan3d Posted September 25, 2009 Report Share Posted September 25, 2009 I got an error. I made a voxel sphere, quadrangulated it, in Retopo Room hit Auto-Seams, then Unwrap, then Pack UV. Next I hit Apply UV and got this error window. The full text is attached. When I go into the UV room there's nothing there, no model. 3dc_error.txt Link to comment Share on other sites More sharing options...
Contributor artman Posted September 25, 2009 Contributor Report Share Posted September 25, 2009 Same thing here, problem occur when using Apply UV . EdIT: I Watched MY LOG AND ITS COMPLETELY DIFFERENT THAN PHIL : Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted September 25, 2009 Author Report Share Posted September 25, 2009 Strange. Does it work at least sometimes? I installed and checked - no problems... Link to comment Share on other sites More sharing options...
philnolan3d Posted September 25, 2009 Report Share Posted September 25, 2009 I tried again. This time I manually created some retopo polys, manually marked some seams, hit Unwrap, then Apply UV-set. Same error. Edit: it seems to do it any time you hit the Apply UV-set button, as long as there are polys and you have placed at least one seam. Link to comment Share on other sites More sharing options...
Contributor artman Posted September 25, 2009 Contributor Report Share Posted September 25, 2009 here is my Log Link to comment Share on other sites More sharing options...
philnolan3d Posted September 25, 2009 Report Share Posted September 25, 2009 Did you actually crash? I just closed the error window and nothing happened. Link to comment Share on other sites More sharing options...
Contributor artman Posted September 25, 2009 Contributor Report Share Posted September 25, 2009 Anyway, lol it seems to work perfect without Apply Uvs ...Andrew ,what is the official use of Apply UVs? I mean I export the newly uved retopo mesh and import it back and the Uvs are like they are supposed to be. No problems here. (just using To ABF and Unwrap) Isnt Apply Uv a feature to change Uvs on an already loaded mesh in microvertex ? sorry if question sounds dumb. Link to comment Share on other sites More sharing options...
Advanced Member polyxo Posted September 25, 2009 Advanced Member Report Share Posted September 25, 2009 same error here. I repeated what Philnolan did. Link to comment Share on other sites More sharing options...
Contributor artman Posted September 25, 2009 Contributor Report Share Posted September 25, 2009 Did you actually crash? I just closed the error window and nothing happened. No,no crash..just error message Link to comment Share on other sites More sharing options...
PalSan Posted September 25, 2009 Report Share Posted September 25, 2009 Vista 32 DX and XP 32 DX ок! Andrew, please, read here the list of specifications and additions. Very important! Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted September 25, 2009 Author Report Share Posted September 25, 2009 Oh, undertood.I forgot to remove button "Apply UV" from retopo page. Don't use it,it shouldnot be there. Just merge into scene or export as before. Link to comment Share on other sites More sharing options...
philnolan3d Posted September 25, 2009 Report Share Posted September 25, 2009 Oh OK that works. BTW with Pack UVs the UVs touch the sides of the map. I'm no expert but it seems like it might be best to have a little gap in there. Also I've never used this feature I may be doing it wrong, but in the UV Room, Preview Window isn't there supposed to be a gizmo that appears when you click the clusters? Link to comment Share on other sites More sharing options...
Contributor artman Posted September 25, 2009 Contributor Report Share Posted September 25, 2009 Also I've never used this feature I may be doing it wrong, but in the UV Room, Preview Window isn't there supposed to be a gizmo that appears when you click the clusters? Yep,same thing here. That should be about the only thing that is missing... BTW :Its really cool how you can select islands and individually assign either LSCM or ABF to them,its really clever work from Andrew Link to comment Share on other sites More sharing options...
Contributor artman Posted September 25, 2009 Contributor Report Share Posted September 25, 2009 isn't there supposed to be a gizmo that appears when you click the clusters? Ok,Ok I found solution. You need to have "manipulate" checker box active in the new uppertab options. It seems Andrew cooked up a whole new UVtool for 3DC users. Link to comment Share on other sites More sharing options...
Advanced Member polyxo Posted September 25, 2009 Advanced Member Report Share Posted September 25, 2009 I found out that it is enough to switch once to the Voxel room and back to Retopo after unrolling - then Apply UV works. Fabulous additions again Andrew! Link to comment Share on other sites More sharing options...
Contributor artman Posted September 25, 2009 Contributor Report Share Posted September 25, 2009 I found out that it is enough to switch once to the Voxel room and back to Retopo after unrolling - then Apply UV works. Fabulous additions again Andrew! You dont need to use Apply Uvs in retopo room,it is a useless feature there. It was originally made to apply newly loaded or edited uvs in UV ROOM. Oh, undertood.I forgot to remove button "Apply UV" from retopo page. Don't use it,it shouldnot be there. Just merge into scene or export as before. Link to comment Share on other sites More sharing options...
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