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    • carrots
      Windows, 2026-03 NS (Beta GPU Per-Pixel Painting) 3d-coat-5-27-2026NS.zip (Just unpack and run 3DCoatGL64.exe) - Retopo/Modeling Room: Added option "Switching Pen Mode to Rectangle After the Select Transform Activated" - New nodes are now created at the location where the right mouse button was clicked to invoke the menu—rather than at the location where the mouse cursor happened to be at the moment the node was created. - The "Soft Displacement" property has been added. This is a displacement effect designed to be used in conjunction with a normal map: Soft Displacement shifts vertices without affecting shading, and its impact on shadows is reduced by half; the normal map is then used to define the orientation of each pixel, ensuring correct shading. This feature is crucial for creating high-quality fabric materials. - Retopo/Modeling Room: "Polygon Tree" has been improved. Speed up work for large files. - Retopo/Modeling Room: tool Cap - bug fixed and improvements. - Node header default colors are now category-based (each category has its own distinct color). - Normal Map Support in Node-Based Materials - Fixed a crash that occurred while clearing the Node Graph in the Node Editor. - Fixed selection of multiple nodes using a rectangle or CTRL. - Added the ability to select multiple painting layers, move selected layers within the painting layer tree, and group, hide, unhide, duplicate, or delete them. - In GPUPPP mode, layer masks affect based on brightness, rather than exclusively based on transparency. - SoftDisplacement, combined with Sheen, can simulate fur, while FWSNormal defines its direction. To enable support for PPP texturing, "Show Displacement Mesh" must be enabled, and tessellation must be configured. - A tool for extracting MicroprotrusionsColor based on pixel brightness has been added to the PBRTiler extension.
    • Carlosan
      This problem was reported here. https://3dcoat.com/mantis/view.php?id=2617 Thanks for point it up
    • Mihu83
      Nah, that is not the problem, 3dconnexion app see different programs properly.
    • Mihu83
      Will try that, but I don't think it will work. I've locked the horizon and it helped just a bit(consistency between views), but new issue appear - switching between ortho and perspective will often screw up the camera. Model will be far(I mean really far) in the viewport, or will disappear from the viewport, or camera will be zoomed in somewhere inside the model. That's with new 3D-Coat api for 3dconnexion. There is no such issues with 4.9 api, only the inconsistency between ortho and perspective view - 3dconnexion app doesn't have different settings between ortho and perspective, so if I set it up for ortho, it will work ok in that view, but will be screwed up in perspective and vice versa. EDIT: After playing around with new 3DC appi and 3dconnexion settings the same movement inconsistency is there too and sometimes all spacemouse navigation stops working in ortho view.
    • Carlosan
      This ? If you have downloaded and are using the most recent 3dxWare driver, some devices lose the ability to have application specific settings and settings are global and stay the same regardless of what program you are using
    • Mihu83
      Global speed won't work for me, the speed difference between ortho and perspective view is still there. How are you creating separate profiles for ortho  and perspective? I don't see any way to differentiate between ortho and perspective in 3dconnexion settings, it is just app specific, not view specific.
    • Carlosan
      This ? Preferences > Viewport Does modifying these settings change anything ?
    • Tyvoren14
      I’ve had the same issue with 3DConnexion in 3D Coat for a long time. The only somewhat usable workaround I found was lowering the global speed in the 3DConnexion driver and then creating separate app specific profiles for ortho and perspective heavy workflows, but it still feels inconsistent compared to Blender or ZBrush.  
    • Carlosan
    • AbnRanger
      And we NEED, NEED, NEED a DESELECT (SEAMS) BRUSH in the UV tools. On models without super clean topology and UV seams (ie. RETOPO via DECIMATION and Imported STL files, etc.), it can be a major paint in the bum and major time drain to deselect unnecessary seams. I know we can clear all seams at once, but in many cases that is going too far. There may just be one difficult part, while all the others are okay. Being able to DESELECT with a Brush would make the task much more efficient and a lot faster. I have requested this multiple times. The is also an open source UV packing utility that works way better than 3DCoat's packing. I requested that a long time ago also. It's really needed, and the UV toolset has really been somewhat neglected since Andrew added GU unfolding.  
    • Carlosan
      Feature request: OpenGL to power its interactive 3D and 2D UV unwrapping viewports and tool operations. * speed up the complete UV editing workflows please
    • AbnRanger
      This happened to me, too, and I haven't been able to tell what caused it. However, when I renamed the MY DOCUMENTS/3DCOAT directory and then opened 3DCoat 2026, it created a fresh new one and that seemed to fix the problem. Of course I have to copy the custom contents of that older one, such as Smart Materials, Shaders, Stencils, Presets and such, but for now, that fixed the missing brushes problem. 
    • Carlosan
      https://getsharex.com ShareX is a free and open source program that lets you capture or record any area of your screen and share it with a single press of a key. It also allows uploading images, text or other types of files to many supported destinations you can choose from.
    • captainbuckfish
      Paint room layer mask not working on the Beta it seems
    • Mihu83
      Yep, it is and that's why it is a bit weird in use, because it packs more than one functionality - it's duplicating Add Detail functionality which can be assigned to CTRL+SHIFT action. I think, it would be more reasonable if Auto-Subdivide functionality was based on Details level only.
    • Mihu83
      Ok, so pretty much old Live clay brushes.
    • AbnRanger
      I am referring to the General Depth value in the toolbar. You can adjust it with your brush by RMB clicking and dragging downward until the profile is flat and you can see the Depth value in the Toolbar is at 0.
    • AbnRanger
      It still is relative to the brush size, but higher detail values will generate more polygons within the same brush radius.
    • Mihu83
      Hey, is there any good way to setup 3dconnexion devices to properly work in 3D-Coat? I find the overall experience to be broken for years now. 3D-Coat default setup is unusable, 3dconnexion doesn't work in ortho view at all. With 4.9 api it kinda works, but very inconsistent. When setup in ortho view, it works fine, but in perspective view all the movements are too rapid... When I set it up in perspective view, then it becomes too slow in ortho view.
    • Mihu83
      It really depends on the model you working with. With enough "polygons", you might not need the Auto-Subdivide option or you'll need to go into negative Details level to avoid huge resolution increase. Auto-Subdivide is a bit tricky and there won't be one universal setting for all sculpt objects, you'll need to adjust it constantly.
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