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    • Kayess
      Is there a way to tesselate the whole mesh (evenly) without having to voxelize it first? Thing is when voxelizing, some thin details get lost and overall details are a bit to "soft". Right now, I am handpainting "tesselation" to a model to make areas with some larger tris more.. well tesselated. I am looking for a way to tell 3DC "tesselate all not so tesselated ares to be more tesselated" (but not too much) Would be nice to have some kind of function to only tesselate areas/tris that are above a certain threshold. Or tell 3DC "unify all tris to the median tris size" or somthing like this. (Kind of Re-mesh) This would save lots of time, when cleaning up 3d scans.
    • Carlosan
      On version 2026 this is not working as expected this issue was reported here https://3dcoat.com/mantis/view.php?id=2089
    • scatterbrainart
      Boosting this post. I'm having the exact same problem.  
    • Mihu83
      This in and out of model situation will happen only with "new" 3D-Coat api, it's ok with V4.9 api selected in Preferences, but V4.9 have different issue - after set up in 3dconnexion app, it will work in ortho, but in perspective it will be too sensitive. Yeah, hopefully it will be fixed in near future.
    • AbnRanger
      Yeah, I reported an issue with inconsistent/different camera positions between Ortho and Perspective before, but it never got addressed. When switching to Perspective, a lot of the time I would be inside the model when in Orthographic mode, I was well outside the model. Hopefully that will get fixed whenever Andrew is able to get around to updating the 3dconnexion support.
    • Carlosan
    • Mihu83
      Also, I would like to see(finally) some fixes/improvements for Curves tool, as it's a mess for years now.
    • Mihu83
      I've checked couple of old drivers and same inconsistency between ortho and perspective happens, so that is not only 3dconnexion issue. Something is messed up on the 3D-Coat side, which I was assuming anyway, because my issues with 3dconnexion devices and 3D-Coat going further than year or two.  By the way, old drivers does not work with ZBrush, which I also assumed, so that is a no go for me.
    • Elemeno
      SO MANY AMAZING FEATURES COMING THROUGH!!! can i ask if sculpting will see any love during these updates? the brushes still feel off , sculpting isnnt as great experience as i would like.
    • Carlosan
    • AbnRanger
      This was reported and fixed in the latest 2026 GPU build (03) 
    • AbnRanger
      This should be implemented now, in the latest 2026 GPU build (03)
    • AbnRanger
      It should work fine with older versions, because I have been using a SpaceMouse Enterprise for over 5yrs now and the drivers always worked well for me...except for the past year, as I mentioned before.
    • Mihu83
      Have you tried any older drivers than 10.8.18? I thinking about trying the oldest drivers for my device, but I'm not sure if that's gonna go well with Windows 11 and also ZBrush.
    • AbnRanger
      3DConnexion changed their API over a year ago and thus their drivers since those changes have made it not work properly in 3DCoat. I reported this multiple times to Andrew, contacted 3DConnexion support directly and they said they had already reached out to Andrew about it, but because he is not working on 3DCoat full time now (due to the ongoing Russian invasion of Ukraine), I suppose he has not had enough time to work on it. Must not be an easy fix. I am currently using driver version 10.8.18.3698 and it works. What was changed is that for the top model, the SpaceMopuse Enterprise, it comes with built-in preset commands and radial menus...someone on their end spent a lot of time setting this up. This prevents the user from having to do all of this, manually, and the options contain all the tool icons + text, rather than just text alone. Nevertheless, there is some buggy behavior when navigating. I hope this gets fixed for the 2026 release.
    • carrots
      ATTENTION: Existing fabric materials will be replaced with new fabric materials in the next build.
    • 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.
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