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    • its in3dcoat , 3dcoat uses reality capture , but the time taken isnt the conversion , just getting a decent quality using video is a nightmare ..  took about 6 hours for 30 seconds of 4k 60 fps footage and i couldnt even use the asset regular photos works alot better
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    • thanks for the reply @SreckoM. I am actually pretty desperate for a fix, because ever since I updated Ubuntu from 23.10 to 24.04, 3DCoat 2024.06 crashes whenever I browse for images... but not when I browse meshes. So I have a functional paint room in the update, and a functional sculpt room in the stable build. Lol.
    • Reality capture has a function to convert a video into images at regular intervals, so if that function is implemented in 3Dcoat, it may save time.
    • also if youre using video , it takes a long time and ive yet to get a result thats even worth using i have 4k 60 fps an i left it a night running the full 60fps of the timelength video and still the results were not good
    • PM me which password do you like to use for separate login.
    • If you want to use Reality Capture as a photogrammetry tool in 3DCoat, you need to install it first. It can be installed from Epic Launcher.If Epic Launcher is not installed on your computer, you can install it from the following link:https://store.epicgames.com/en-US/download1. Open https://store.epicgames.com/en-US/download in your browser.2. Click the "DOWNLOAD EPIC GAMES LAUNCHER" button.The next step is to install Reality Capture from Epic Launcher:1. In the left menu, select the Unreal Engine tab.2. In the top menu, select the “Reality Capture” tab.3. Click on the big blue "Install" button to install it.Read the agreements and click the "Accept" button to accept them.At the end, you need to click the “Launch” button to complete the installation and run Reality Capture, only after this step the installation will be completed.Once Reality Capture is installed, you can create a "Photos/Video to 3D" project in 3D Coat.
    • It is an error on the compiler. Wait for a new release soon.
    • hello.  I have a question. I want to use Photogrammetry. but, I can't find "Video to 3D" or "shot to 3D" like a tutorial video. I only see "Auto Reconstruction". is this an error ? or my mistake?   I think it is a great feature because 3D-coat and photogrammetry work very well together.  Development thank you.   I can't find "video to 3D", "shot to 3D".     I have already installed Reality Capture to Epic launcher.
    • @Andrew Shpagin Thanks for the fix on 29 and for fixing the smart materials default. That awesome!
    • Source... Foundry has discontinued Modo, its veteran 3D modelling, rendering and animation software. A short note on LinkedIn reads: “After two decades of 3D workflow innovation, we have made the difficult decision to wind down development of Modo.” “We want to express our deepest gratitude for your loyalty and support. The passion and engagement of the Modo community has been inspiring, [and] we thank you for being part of this journey.” According to Foundry, the decision will enable it to “focus on its core offerings, and invest in new solutions that meet the evolving needs of the media and entertainment community”.
    • @Andrew Shpagin Thank you for the API update! Some questions: - I'm not sure I understand how to use scene.stackUndo(i), where do I take this i from? The description says "i is the amount of operations to unify" but... how do I know it, do I add a +1 to a counter each time I do something, wouldn't that be a chore for larger functions? What is considered an operation? I wonder if it would be possible to make some function like coat.undo() and pass the main function as an argument in there to undo everything it does... basically def main: # do things coat.undo(main) - thanks for updating .moveTo(). It uses indices to operate, I think would be helpful if there was an easy way of getting an element index, sceneElement.index() maybe? - and for stencils/materials transformations, I think it would be useful to have setters and getters instead of a function that adds a value to the current transform. Because yes now I can add 15° to a stencil rotation but what if it's currently rotated by 2.73° ? with getters/setters I could do something like tex_rotation = scene.getRotateTex(0) # 0 for stencils scene.setRotateTex(0, tex_rotation + 15) # add to current value scene.setRotateTex(0, 45) # set absolute value - and I'm not sure how pivot is used, when I tested the function I expected it will use the 3DC green pivot gizmo but it was using some random point outside of the screen? I think it's that pivot that should be used. And similarly with the previous point, a getter/setter for the pivot position would be nice, currently pivot asks for a coordinate on the screen but how do I even know it..
    • I am testing it with PopOS  and gnome so i think it has nothing to do with DE or Window manager. Also it work on painting room but breaks on sculpting 
    • I tried it with POP!_OS 22.04LT, Nvidia Drivers 560.35.03 and like @nodespaghettimentioned it's really close to being functional, I've the sames issues the UI goes blank, the UI is looking great. Additionally the viewport shows ~300fps but somehow feels like it's capto 30fps even with vsync off, maybe something can be done about this.
    • Bug reported, thanks for point it up
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