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  • 2 weeks later...

Hi :)

 

@AbnRanger:  Not quite there yet ;)

Instead physically based, non overlapping, non intersecting shell or thicken tool

http://farsthary.wordpress.com/2013/11/29/2444/

 

And updated CopyClay (mesh mixing) in LC tools

http://farsthary.wordpress.com/2013/11/29/copyclay-test-2/

 

All detail made ffrom copying and pasting the box corner itself :)

  • Like 1
  • Reputable Contributor

Hi :)

 

@AbnRanger:  Not quite there yet ;)

Instead physically based, non overlapping, non intersecting shell or thicken tool

http://farsthary.wordpress.com/2013/11/29/2444/

 

And updated CopyClay (mesh mixing) in LC tools

http://farsthary.wordpress.com/2013/11/29/copyclay-test-2/

 

All detail made ffrom copying and pasting the box corner itself :)

I was just teasing. Both of those look very promising. :)

  • 3 weeks later...
  • 1 month later...

 

 

 

Hello! I love your tools but i found some issues:

 - LiveClay has artifacts when I substract some objects.

http://3d-coat.com:8081/mantis/view.php?id=1392

 

- Base mesh has distortion. I tested blender and 3dcoat.

http://3d-coat.com:8081/mantis/view.php?id=1393

 

Thanks.

Edited by mifth
  • 3 months later...

http://farsthary.wordpress.com/

 

 

Hi guys!

Long time without posting! yes, mainly due to internal work that realy is not worth to publicly comment but not for being internal is less interesting and important.

At least to me and 3DCoat and also the fact im in Cuba again :P
Finally CopyClay is getting to its goal. many new features has being added and others got a major overhaul and improvement!

Hope you like it!

 

  • Contributor

Does this mean we can perform a gazillion boolean operations in surface mode without 'intersection' hassles? I have just the job for that!

Edited by Tony Nemo

a bit off topic, but cuba has internet access? i was not aware. can you elaborate?

 

I've always been intrigued by Cuba.

 

 

From what I understand they do but it's not very fast or reliable. My best friend's girlfriend is from Cuba and she still talks to her family there a lot but most of them know very little about computers.

http://farsthary.wordpress.com/

 

Hi All

Some weeks ago I got a pretty interesting mantis bug repport about LiveClay couldn’t correctly handle long stretched triangles. I’ve develop for current LC tools a very advanced splits triangle criterias that ensure we always get nice triangulation, nice topology and nice valence on the mesh, in a very organic like way.
Also 3DCoat almost always deals with high density meshes so I never saw the artit use cases dealing with such ill formed triangles…it turns out it was more common that I initially tougth!
Any low poly model imported from every general purpose 3dpackage can have such triangles and in furniture modeling those are everywhere, so yes, hard surface low density meshes was a missing spot for LC tools.

desktop.jpg?w=690&h=431

The largest edge split triangle will allow to split ill or long stretched triangles in a correct way for the sculpt tools.

And the solution was the simplest split criteria: split only the longest edge of a face. It will always subdivide ill triangles in a way they become tractables latter, something was not happen with previous criteria, but ofcourse a tradeoff must be made, between nice topology and stroke preserving shape. So former advanced split criteria will still be the best when mesh density is relatively high compared to the brush size or mesh is organic.

Summarizing, there´s now two options for split faces: Soft (previous advanced algorithm for organic or dense meshes that keeps nice topology/geometry ) and Hard (new algorithm for keep hard edges and preserve as much geometry as possible at the cost of topology quality)

Cheers!

desktop2.jpg?w=690&h=217

Soft split is the previous advanced split algorithm while Hard is the new split for hard surfaces or stretced triangles

  • Advanced Member

Hi carlosan.

I assume old tesselation is used on left stroke and new one is right stroke, right?

While the old 'advanced' one looks better in shaded view, in wireframe it is not even. I always thought it was some bug or something, that prevented 3dc from having nice, even triangulated mesh like in sculptris or blender. It is a problem when I try to smooht mesh, because with that kind of topology, smoothing brush is useless. See below - variation in mesh density causes uneven smoothing. I was always dealing with it using trim or polish brushes. 

Also note - the very first dab below has nice even triangulation, and then everything get nasty uneven mesh geo.

NotSooGoodTriangulation.jpg

  • Like 1

Hi Jose

 

Your request was added to

http://farsthary.wordpress.com/2014/05/06/simplicity-is-the-key/#comment-12121

 

Feel free to add any comment there

 

TY

http://farsthary.wordpress.com/2014/05/15/quickpose-tool/

 

Hi

Here’s the first test of QuickPose tool, a surprise tool I was working on. As its name points, is a tool aimed for quick and dirty posing and transforming a selected region from a mesh. It turns an area into a rubber like material so all transformation are nicely propagated to the vertices in a physical way.

Sometimes you don´t need  complex setup just for bending few parts from a model :)

 

Under the hood it performs complex implicit representation of the mesh and store its diferential coordinates in order to preserve high frecuency detail when the mesh is deformed.

 

Still is subject to further optimization and interface change, particularily I need to add support for pose rotations so stay tunned!

 

Cheers

 

  • Like 3

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