Reputable Contributor AbnRanger Posted November 21, 2013 Reputable Contributor Share Posted November 21, 2013 ...things that make you hhhhhmm! Dynamic Voxel subdivision? Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-102330 Share on other sites More sharing options...
farsthary Posted November 29, 2013 Author Share Posted November 29, 2013 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 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-102692 Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted November 30, 2013 Reputable Contributor Share Posted November 30, 2013 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. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-102697 Share on other sites More sharing options...
Carlosan Posted December 21, 2013 Share Posted December 21, 2013 Buen viaje Raul ! gracias por todo !! Ty Raul ! Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-103482 Share on other sites More sharing options...
mifth Posted January 24, 2014 Share Posted January 24, 2014 (edited) 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 January 24, 2014 by mifth Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-104710 Share on other sites More sharing options...
Carlosan Posted May 6, 2014 Share Posted May 6, 2014 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 :PFinally CopyClay is getting to its goal. many new features has being added and others got a major overhaul and improvement!Hope you like it! Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-108395 Share on other sites More sharing options...
Contributor Tony Nemo Posted May 6, 2014 Contributor Share Posted May 6, 2014 (edited) Does this mean we can perform a gazillion boolean operations in surface mode without 'intersection' hassles? I have just the job for that! Edited May 6, 2014 by Tony Nemo Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-108397 Share on other sites More sharing options...
Member blobby Posted May 6, 2014 Member Share Posted May 6, 2014 Hey, neat looking stuff! Thanks for sharing! Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-108398 Share on other sites More sharing options...
Contributor TimmyZDesign Posted May 7, 2014 Contributor Share Posted May 7, 2014 Really cool! Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-108413 Share on other sites More sharing options...
Advanced Member Aleksey Posted May 7, 2014 Advanced Member Share Posted May 7, 2014 a bit off topic, but cuba has internet access? i was not aware. can you elaborate? I've always been intrigued by Cuba. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-108416 Share on other sites More sharing options...
philnolan3d Posted May 7, 2014 Share Posted May 7, 2014 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. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-108418 Share on other sites More sharing options...
Carlosan Posted May 11, 2014 Share Posted May 11, 2014 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. 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! Soft split is the previous advanced split algorithm while Hard is the new split for hard surfaces or stretced triangles Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-108638 Share on other sites More sharing options...
Advanced Member JoseConseco Posted May 11, 2014 Advanced Member Share Posted May 11, 2014 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. 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-108642 Share on other sites More sharing options...
Carlosan Posted May 11, 2014 Share Posted May 11, 2014 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 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-108646 Share on other sites More sharing options...
Carlosan Posted May 19, 2014 Share Posted May 19, 2014 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 3 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/7912-farsthary-update-channel/page/31/#findComment-108963 Share on other sites More sharing options...
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