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    • cread
    • Sami Nouh
      This pack is for those who want to amplify features VERY quickly via clickdragging.  Download:  3DCoat Sami's Amplifiers.3dcpack Funny preview: OBS: This is mainly for demonstration, since i did not make very beautiful and fully fledged polished VDMS, rather just something simple but potentially useful, what is also useful is a tutorial I have on how I managed to do this, since 3DCoat's VDM capture system is unreliable: How to use Zbrush VDMs in 3DCoat (and why it is useful) Also, the optimal brush for this is the default surface extrude, and the main purpose for an amplifier brush is to use it on top of some scales and gradually increase size/intensity like this: Also, looking forwards to see if anyone could do anything interesting with these, you can post results on this thread if you wish
    • Carlosan
      Hi Please contact @carrots asking for this support. Thanks
    • cread
      Hi, I have some questions about python scripting in the uv room (although C++ is fine too). 1. I'd like to precisely scale the islands and the UI gizmo only appears to support mouse input which is too inexact for my needs. How can i get the selected UV islands via API?  the uv_rotation sample shows how to get ALL islands by count but not by selected islands.  There is a function called coat.uv.selectedToMesh which is probably more efficient than the sample (since the mesh is backed by a c++ object) but i don't see how to get any transformed results BACK to the selected UV islands.  I don't see any "ID" (such as objectID) that one could use to take the transforms and insert them back similar to coat.uv.meshToIsland (). 2. I'd also like to use the coat.uv.toUvSet function which appears to work fine EXCEPT that it does not remove the UV islands from the source material.  Is there a way to delete from the source material after i've called coat.uv.toUvSet ()?  ex. coat.uv.deleteIsland () 3. Finally, there appears to be a bug (3dcoat 2025.10) with coat.uv.uvSetsCount () which appears to be returning a stale value.  Say i have 3 materials and add a new blank one.  Initially uvSetSCount() is returning 3 unless i save my 3dc file and reload it.  After reload the API correctly reports 4.  i.e. coat.uv.uvSetCount () == 4.  Thanks for 3dcoat - it's amazing.
    • SreckoM
      I think if you mark it as Sharp Edges it should crease it.  
    • Henry Townshend
      Thanks guys for the replies! And thanks much@AbnRanger for the thorough explanation! Sort of confirms my suspicion. It is good to know. I was assuming it is synced both ways. But once you know it, it's all good. Using the "Brush" Brush : ) in Modeling/Retopo Room gives about the same functionality as it would using the Move brush in Sculpt Room. So that's great. Even tho a bit sad, as the usual Sculpt Room Move Brush params are not available, like Falloff or Move Infinite. Maybe a warning would be great for users who come from Zmodeler or Blender to know that they will actually harm the Mesh by approaching it this way. Or maybe better, could disable the ability to use any Sculpt Brush on the generated Sculpt Object to begin with, as long as it is still linked. I would have two remaining questions: Is there a "Crease Edge" functionality in Modeling Room? So a Live smooth Mesh could have intact sharp edges where a user desires? Is there a means to "Solidify" a Plane? It seems Live Smooth does not work with Planes. So a user seemingly can not ShrinkWrap (Auto Snap in 3D Coat) without the meshes verts completely being projected onto the underlying Sculpt Mesh.
    • SreckoM
      Yeah Live Smooth is just for preview purposes, of how polygon model would look like if subdivided. It is a workaround cause there is no way to fast preview subd mesh but to subdivided it and than Undo. 
    • AbnRanger
      Maybe I am missing something, but from what I saw, it seems like a slight mis-application of the LIVE SMOOTH toolset. It wasn't designed to have Sculpt mesh changes drive changes to the Modeling/Retopo meshes, but the other way around, instead. What do I mean by that? You have a feature in the Sculpt Room to make RETOPO MESHES conform to changes in the Sculpt Workspace. That is called CONFORM RETOPO MESH, and you can check/uncheck it in the Toolbar (just above the viewport) in the Sculpt Workspace. It is sort of the reverse of Live Smooth. When you are working with LIVE SMOOTH, the concept is to make changes to the MODELING/RETOPO meshes and you can see the changes applied in the subdivided (yes triangles) LIVE SMOOTH/SCULPT mesh. Treat the Sculpt mesh, in this scenario, as just a preview of the Subdivided Modeling mesh and nothing more. If you are done making changes to/manipulating the low poly Modeling mesh, and want to switch to making changes to the Sculpt Mesh (as in the video you recorded), go to the MESH menu in the Modeling room > click UNLINK SCULPT MESH. That breaks the link between the low poly mesh and the high poly mesh, but leaves both intact in their respective workspaces. Next, check CONFORM RETOPO MESH in the toolbar, and proceed to make your sculpting edits. 
    • Henry Townshend
      Hi again! I am having trouble using the new Live Smooth Function in Sculpt Room. I would have expected for the created mesh in modeling room to be movable with the Move Brush in Sculpt Room, so a user can have control over the low poly cage also there. Is this something not intended? Should a user stay inside Modeling Room for such operations? Just using the regular Modeling/Retopo Brush there? I am asking cause this is how I am used to work in ZBrush and Blender -> Model a low poly object, add subdiv, and then move the vertices with a move brush in Sculpt Mode to place them further in space. It merges modeling and Sculpting sort of. When I try this in 3D Coat Sculpt Room, the Live Smooth Mesh gets seemingly triangulated on brush stroke, and shrinks down until it is very thin. I would be curious if this is expected behaviour. Please see vid: https://www.dropbox.com/scl/fi/2j9i7s8ysq69nksbvydxr/2025-09-04-00-48-11.mp4?rlkey=fiaot9njp5kolxhue35twtty6&dl=0 Thanks for Live Smooth btw! Maybe it is just a matter of having to stay in Modeling Room, but I would be curious why the mesh sort of breaks when in Sculpt Room. I feel at least there might should be a warning that the mesh is not recommended to be modified in Sculpt Room. It seems undo is also not working properly with Live Smooth. Strange things happen on undo for me when using undo on a Live Smooth Mesh in Sculpt Room.
    • Sel46290
      Very cool! Already bought the addon to compliment my workflow while we wait for the official version of this type of management in the different viewports  hopefully Sculpt objects can also be supported in the future! Really cool addon here 
    • Henry Townshend
      I can confirm that in Per Pixel Painting, Flat shade works flawlessly as always. Just in sculpting, it does not work anymore for me. I meanwhile downgraded several versions, but the problem still was there, which is very odd.
    • Mihu83
      Here is a video of symmetry and objects placement issues. Now, that's only simple object example, but it's getting worse with more complexe shapes and it's not getting away - symmetry in my current project(can't show it) is getting screwed all the time and I need to check each time for all objects before I make any changes.  
    • Henry Townshend
      The problem further is that the exported color map also has this kind of shading in baked, which never was the case for me ever before. this should be a single flat color, but somehow has shading in it. Here's a screenshot from Unreal and the color map after import:
    • Henry Townshend
      Hello! I suddenly, seemingly out of nowhere, have a really strange problem with painting. First of all, my Flat Shade View seems to be broken. No matter what Shader I use, even a clean new Shader with just 1 in Opacity and nothing else other than a flat white color, the Flat Shade view does this strange thing of filling all with black inside the painted color, and, displaying a weird outline around the paint strokes. Also, the view is not flat color anymore, but shows the shadowing and shading, which I never encountered before. With my custom Matcaps however, the color gets displayed correctly, with no weird outline present. I never had this before. Maybe I just set something up weirdly/accidentally? Happens on any model I have tested. the ones form the Welcome screen ,and custom ones. So I reckon it's nothing to do with the model used. Please see these videos:     2025-09-03 17-30-49.mp4 2025-09-03 17-33-52.mp4
    • Carlosan
      Qt Is a cross-platform software development framework used for creating graphical user interfaces (GUIs) and applications that run on various operating systems (like Windows, macOS, and Linux) and embedded devices. It provides a complete set of tools, libraries, and design capabilities to build native-looking applications efficiently from a single codebase, making it a versatile and popular choice for desktop, mobile, and embedded system development.   - Qt for Open Source Development:  The Qt framework is available under both open source and commercial licenses. This dual-licensing model is based on the principle of quid pro quo – roughly meaning “something for something.”   - Download:  Download Qt for open source use.   - Qt-Guide:  A guide covering the Qt programming language including the applications and tools that will make you a better and more efficient Qt developer.  
    • Mihu83
      Hm, I also have some performance issue with 3DC on Windows 11... don't know what is going, never had issues in Windows 10. Ryzen 9 5900X, 128GB RAM, RTX4070 12 GB and fps in viewport are all over the place. With 70 mill project(multiple parts) it varies from 13 to 40 something fps and the viewport stutter at times... damn, alway something(vertical sync disabled). I've made fresh GPU drivers installation and same sh***. On Windows 10 it was smooth as butter. V4.9.72 gives me stable fps in a range of 45 to 50.  
    • AbnRanger
      Thanks for that information. I'll give it a try. EDIT: That seems to have worked. Thanks for the good work on the addon and for the information how to troubleshoot the issues I ran into.
    • castaneda
      Where are all the presets that use to be here? I need some scifi preset brushes for making things such as panel divisions or armor creases, ect.
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