Jump to content
3DCoat Forums
  • Posts

    • Carlosan
    • tsu
      Wow! That's great. Thank you for your response.
    • Mihu83
      Done that not so long ago and didn't see any difference in performance or overall behaviour of the app. One thing, though, I think that Windows 11 adds to the mixture and 3DC performance was better on Windows 10.
    • Carlosan
      To create a brush from a 3D object in 3DCoat, import or sculpt a mesh, orient it (front view), and drag the layer into the Alphas panel or use the "on brush" import option to convert it into a 3D stamp. For best results, use Voxel mode and ensure the object is closed with no self-intersections. This video shows you how to create a 3D brush from a 3D object:  
    • tsu
      Hello. Is it possible to directly convert the voxel object I'm creating into a brush? It seems possible to convert it directly as a kitbash object, but what about as a brush? Please let me know if there's a way to convert it to a brush without exporting it as an FBX file first.
    • AbnRanger
      That's interesting. I was having issues recently, too, and wondering if it is something to do with my system (AMD CPU and the Multi-threading in 3DCoat uses Intel Thread Building Blocks, which had been known in the past to hinder the performance of AMD CPU's when their compiler is used). Andrew said most of the issues I reported, he cannot reproduce, so it's good to know you found a solution. I will try the same.
    • JeanLucAsh
      Hi Sergyi I tried the flatpak and it works on my CachyOS installation. Could you also make a flatpak version of Textura, which is what I bought in late 2024 ? Have moved to Linux recently and it would be fantastic to be able to use Textura natively on this OS.....   All the best J
    • gbball
      Friendly reminder that my workshop is happening tomorrow. It will be a great chance to learn my 3D Coat workflow.  Sculpt -> Retopo -> UV unwrap as I make a creature for my game, Gladiotron.  Details in the Eventbrite link below. https://www.eventbrite.com/e/1985739453159?aff=oddtdtcreator
    • Elemeno
      lately ive been having lots of issues with 3dcoat , and after a year of these things not working , i decided to delete everything , anywhere 3dcoat lived got deleted and i done a complete fresh install ,    now all features work correctly , all brushes and tools work as they should , performance has got alot better even x2 higher poly sculpting .   so if youre getting issues , maybe a fresh start is what it needs
    • Carlosan
    • Sal_GC
      I have tried to use it many times and I find it interesting but really haven't got around it so far. I am waiting and see what they have in mind with it. 
    • stabbedbyapanda
      Ty Carlosan for the suggestion. Sadly im trying to do handpainted textures and the single polygon stroke is basically face select/fill which is useful to know! (Didnt know about it.) Also I noticed some weird behavior with it too, when painting with it as well from an angle. I'm starting to wonder if these are bugs just within Textura. Or if there is some weird camera setting overriding Connective painting. If Connective painting just worked then i would be find :/ https://gyazo.com/f26b6ee54dc613905aec006bf10111e5
    • Elemeno
      its jsut pointless , it doesnt serve a purpose 
    • Carlosan
    • Sal_GC
      This is a huge leap for 3D Coat! I have been a 3DC user for years and I have always tested every new build that comes out and this new feature is one of my most expected capabilities over the years. This would definitely increase the polish/speed/quality of texturing in3DC. This would cut reliance on stencils and their resolution, making texturing a much more flexible process with procedurals + stencils, all running on the GPU. Great! Instamat does the substance painter+designer combo, but it doesnt come close to 3DC's fine control for texture painting. It is a great material authoring tool, and it coming with a painter is great, no doubt about it, but 3D Coat lets you also produce geometry, which for a game artist, is unvaluable. The more 3DC improves and polishes the modelling tools, the lesser roundtrips, the 1 app workflow would be almost complete for game prop artists. 3DC + Blender + Cascadeur + UE = gold.    Hopefully we could get some AA in viewport with the new GPU capabilities, without having to go render room. Great news, I hope the team can really consolidate this major change. 
    • AbnRanger
      And the problem with that is...?
    • Elemeno
      hopefully its not the smart hybrid lol
    • Carlosan
    • stabbedbyapanda
      Program: 3D Coat Textura Issue: Connective Painting stops working all together for certain models, works when I have a Test Model. Also Edges are constantly bleeding around edges, seems theres no tool to restrict on planes of faces, besides selection and hiding, which is really inconvenient and slow. Im trying to learn this software... but honestly this issue has blocked my progress every step of the way. I did a bunch of research and googling and tutorial watching last week, trying to fix it, with no luck. Then I tried making a test model just to see if maybe there was something wrong with the original model and for some reason it suddenly started working.. that is connective painting. Now once again it's not working i made a new model and it stopped working. Posting a Gif link below. This link shows the uv unwrap that i have at the end as well. Since it seems like im the only user to ever have this issue it must be something i'm doing but I have no idea. Only thing I can think of is maybe UVs. I tried asking for help on another Discord for a few days, with no real luck. https://gyazo.com/2a49d3a335a2be0b6ef1b123e6fe5c2a   Any help is appreciated!
    • SERGYI
      Hello. Thank you for your detailed steps for reproducing the problem. I repeated them 6 times before I was able to crash 3DCoat in the Debug build under Xcode. The crash happened inside the OpenGL function glReadPixels. The output error message in Xcode is: Terminating due to blacklisting by kernel driver. The source code around the call is correct. I have described the problem to Copilot. Here are some phrases from its answer: This crash is not caused by your code but by Apple's GPU driver on macOS arm64. The "Terminating due to blacklisting by kernel driver" message indicates that the driver detected an unsafe or unsupported OpenGL call sequence and forcibly killed the process. It's a rare, intermittent bug in Apple's OpenGL stack, especially when using glReadPixels under heavy load or with certain pixel formats. Apple has deprecated OpenGL in favor of Metal. The OpenGL implementation is no longer actively maintained, so rare crashes like this persist. glReadPixels stalls the GPU pipeline and copies framebuffer data back to CPU memory. If called at the wrong time, the driver may flag it as unsafe. Since Apple no longer supports OpenGL, you cannot rely on future fixes. For long-term stability on macOS, consider migrating to Metal. The answer indirectly explains why reducing "Desired vertex count" mitigates the problem. Because it reduces the load and thus the likelihood that the graphics driver will flag the operation as unsafe. I have no quick workaround for this problem today. Migrating to Metal is unreal because 3DCoat is developed exclusively under Windows, so all programmers work only with OpenGL and GLSL.
×
×
  • Create New...