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    1. Announcements and new feature demos

      This area contains official announcements from the Pilgway team

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    2. New Releases, Bugs Reports & Development Discussion

      This is a section of the forum specifically for final and beta releases and discussing new developments. Also to report any new bug found.

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    3. 3.5k
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    4. Coding Scripts & Extensions

      SDK, scripts & addons development.
      If you want to create or share custom scripts & extensions for 3DCoat, you can find the information here to do so.

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  2. General

    1. General 3DCoat

      Discussions related to 3DCoat, and also share ideas for improving the program.

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    2. CG & Hardware Discussion

      CG meeting area. General Discussion, News, films, games discussions, etc.

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  3. Tutorials, Tips and Tricks

    1. Beginners tutorials

      A Beginners tutorials for 3DCoat shared by the community.

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    2. Modeling

      Low Poly and High Poly modeling

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    3. Sculpting

      Tutorials related to sculpt process

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    4. 262
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    5. Materials and Textures

      Information about materials and texturing with 3DC

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    6. Painting

      Tuts related to paint process

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    7. Photogrammetry & Scan

      Information related to Photogrammetry & Scan

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    8. General 3D and CG

      Learn from a range of 3D and CG tutorials.

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  4. Artwork

    1. Finished Projects

      Use this forum to show off your art work, ask for feedback, offer criticisms or write about your techniques and processes.

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    2. 3k
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  • Posts

    • Alexander Lamar
      I tested this again today on the latest macOS (27.2.1) and 3DCoat (2026.26), but am still running into the same crash. It looks like the same stack trace I attached in the original post, and seems to be a crash in Launch Services. Is this reproducible by anyone else? Last Exception Backtrace: 0   CoreFoundation                        0x7ff81786b80a __exceptionPreprocess + 225 1   libobjc.A.dylib                       0x7ff8131fb44c objc_exception_throw + 62 2   Foundation                            0x7ff813a1fd1e -[NSAssertionHandler handleFailureInMethod:object:file:lineNumber:description:] + 362 3   LaunchServices                        0x7ff818cbd960 -[_LSAEKeyDesc initWithAEKeyDesc:] + 259 4   LaunchServices                        0x7ff818da0be7 __LSOpenItemsWithRole_block_invoke + 122 5   LaunchServices                        0x7ff818cb27aa __FSShimFSRefs_block_invoke + 17 6   LaunchServices                        0x7ff818cb2614 +[FSNode shimFSRefs:count:reason:error:block:] + 572 7   LaunchServices                        0x7ff818cb2732 FSShimFSRefs + 140 8   LaunchServices                        0x7ff818da09cc LSOpenItemsWithRole + 124 9   3DCoat                                   0x101f8acd6 comms::cIO::Exec(char const*, char const*, bool, bool) + 698 10  3DCoat                                   0x102aa765c ExecuteCommand(char const*, char const*, char const*) + 80 11  3DCoat                                   0x102887b17 BaseConnector::AddConnector(unsigned int, BaseConnector*, char const*) + 645 12  3DCoat                                   0x1017185ff CopyPaste::SyncAllLayersZ(float) + 1279 13  3DCoat                                   0x101011c26 PenInterface::DoComm(BasicTool*, long) + 18 14  3DCoat                                   0x101f9ec40 ui_menu_simple::execute() + 68 15  3DCoat                                   0x101bbea58 BaseWidget::CallCallbacks(unsigned int) + 730 16  3DCoat                                   0x101bc3af6 Widgets::ProcessWindowsMessages(tagMSG&) + 932 17  3DCoat                                   0x101be5539 IntfWidget1::OnButtonDown(int) + 167 18  3DCoat                                   0x10189630e comms::cWidgets::HandleInputEvents() + 1322 19  3DCoat                                   0x10260b1e8 comms::cMain_OnRender(comms::cRect const&) + 123 20  3DCoat                                   0x10189f25e cMacMain_OneIterationOfMessageLoop() + 2312 21  3DCoat                                   0x1018a62be main + 22929 22  dyld                                     0x20523e0f5 start + 3253
    • Sal_GC
      Also, being this is the GPUPPP board, I would like to make some suggestions regarding the node room. I have enjoyed looking into it and creating some materials, masks and modifiers. In my time there I have found these would be useful: 1. Have a gradient node that can pickup colors form an image. Drawing a line on an image can sample the colors below and can produce a gradient from that, for coloring materials it would really be useful. 2. Have the delete key delete nodes in the node window. Using the right click menu can become slower when more nodes are involved. 3. Control over elements generated from certain nodes; like puting a gradient on generated cells form voronoi or tiles, adding random grays to elements, more granular control as a whole. I'll keep on working with the nodes and provide some feedback, hoping it is useful for others as well. Keep up the good work! 💪
    • Gwen
      Yeah, it's recognized, I have that in the console. Here is the return : Environment variable "COAT_PEN" = OpenTabletDriver Virtual Artist Tablet Pen (0) Environment variable "COAT_ERASER" = empty (define the name of your eraser input device from the list below) Environment variable "COAT_MOUSE" = Pulsar Pulsar 8K Dongle Mouse ----------------------------------------------------------------- Input Devices (source | "name" | mode) ----------------------------------------------------------------- 1. Mouse    "Virtual core XTEST pointer"        Disabled   2. Mouse    "Logitech USB Receiver Mouse"       Disabled   3. Mouse    "Logitech USB Receiver Consumer Control"Disabled 4. Mouse    "Pulsar Pulsar 8K Dongle"           Disabled   5. Mouse    "Pulsar Pulsar 8K Dongle Consumer Control"Disabled 6. Mouse    "Pulsar Pulsar 8K Dongle Mouse"     Disabled   7. Mouse    "stream-controller-helldivers-2-plugin"Disabled 8. Mouse    "Core Pointer"                      Screen      
    • Sal_GC
      This might be unrelated or some issue on my end...but for some reason the Cad2Quads application does not respond well when  in fullscreen mode...like in regular 3DCoat, the menus do not render and I have to manually resize the window and then it does work. I do not know if it has to do with my system or is it something other users also experience. Anyone else has had the same issue?  
    • Sal_GC
      Thanks for the response Carlos. What I am trying to achieve is to convert a Node Graph to finished static pixels, without needing to export but to keep on working in the model, just so that other tools work normally with the layer, a normal ppp layer, like the ones we've always had.  So, for instance, I made a procedural wood, and I want to treat the pixels on that layer like any other pixel non NG layer, is there a way of baking the NG material onto the layer and have it become just regular pixels? That is a destructive operation of course, but it may be what helps the most sometimes. I just couldn't find that info in the video. Thanks!
    • Carlosan
      Hello Tapping the color picker hotkey (V) twice over the same color in 3DCoat switches the sampling mode to pick the color directly from the screen (including the UI or background) instead of the 3D object or layer. • First tap of V: Samples the color from the 3D model or active surface under your cursor. • Second tap of V (double-tap over the same color): Toggles or forces picking directly from the screen pixels rather than the underlying mesh/layer. At what resolution are you working ? The UV layout have enough islands space to paint in ?   You can check more details on color tools via the official 3DCoat Color Picker Documentation
    • webmaster
      Creating a Sci-Fi Hand in 3DCoat #3dcoat #scifi #3dsculpting #3dmodeling #3dartView the full article
    • กันตภณ ธิตินาท
      I'm trying to blend colors for hand-painted textures, but the transition looks harsh and hard to smooth out. Also, when I use the color picker and paint, the color I get doesn't seem to match the picked color, as shown in the attached video. Any recommended brush, opacity, or viewport settings? Thanks.  
    • Britain
      Bingo good quads!  Now off to see if it will hold up with something different. Different work flow. Now to add some sharp cuts and see what happens. Test2_hood.step
    • erisan
      Apologies, on closer inspection #2 is also not applicable to 3DC2026.26. My suggestion copied from bug tracker:  In 3DC2026.26, in order to scroll a panel, I can drag with the pen/mouse inside the panel, it works ok. I suggest making the UI menus and panels respond to (2 finger) gesture drags, while keeping the mouse/pen pointer over the 3D viewport. This would enable people to peek inside panels, before they decide if they want to use something from the panel, while keeping their flow in the viewport. And mainly, it would enable us to scroll in a long Tools panel, where currently the pencil/mouse drag does not work (so I have to close sections in order to see the whole Tools panel).
    • erisan
      Hello Sergy, thanks! I tried 3DC2026.26 and the gestures work well! I feel it is a real game changer and look forward to you resolving the node system rendering issues as you mentioned (right now, everything looks black), so that we can use the gestures in a workable whole. May I also suggest you also take a look at this related issue, in order to improve the gesture drag experience in the menus/panels as well! 
    • erisan
      As of 3DC2026.26 point 1 of this post seems to have been solved, as I can scroll with the pen and touch at a good speed. I suggest focusing on #2. 
    • erisan
      This is now discussed in this more comprehensive thread, which supersedes this thread.
    • Carlosan
      Hi You can bake the materials as any other layer at export No, currently 3DC don't have saved cache file. When Inline Node is enabled, interactive controls—such as color swatches, curve editors, gradient ramps, and levels—appear directly inside the Node Inspector. This eliminates the need to open and confirm separate modal dialogs every time you tweak a value.
    • Sal_GC
      Hi, I've working around with the nodes and having fun with them, managing to produce some purely procedural materials already, however there are certain things I am unsure of, so I wanted to ask here if anyone knows: 1. Once you are done tweaking a material in a layer, can  we bake the procedural material to a standard raster layer? I have tried merging down but it does not always work. 2. Is there a way of caching some of the computing in the node graph as to make the nodes work faster? 3. Is there a way of applying random grays to pattern cells? I can manage to change tiles shape in the nodes, but I have not yet found a way of applying a random gray or addressing each tile individually. 4. What does the inline node check box do in the node inspector? Any info about would be very helpful. Thanks!
    • webmaster
      Creating a Ship in 3DCoat #3dcoat #ship #3dmodeling #3dartView the full article
    • Britain
      Its not that the section is flat, it isnt,  CADQuader just doesn't like the shape. Here's a step without the faces being connected. Fix the side with poor quads and we have a winner. TEst1_hood.step
    • SERGYI
      I have rebuilt and re-uploaded 3DCoat 2026.26 for macOS: https://pilgway.com/~sergyi/links-macOS.html Camera navigation gestures under macOS are now as follows: 1. Two-finger drag: basic orbit. 2. Shift + two-finger drag: pan (replacing three-finger drag). 3. Pinch: zoom. 4. Twist: ignored. Again, pay attention to the fact that this build has issues with Smart/Node materials.
    • SreckoM
      Hmmm that should work. When you start 3dcoat does it show --> Screen (enabled as MOUSE) beside mouse variable? That means it recognized it. And does 3dcoat list your mouse exactly like this: Pulsar Pulsar 8K Dongle Mouse?
    • Britain
      Developer is getting real close but no cigar yet so to speak. Here's a car bonnet. Curved surface quads are great, but it breaks as soon as it transits into a flat surface. I've seen this happen in other parts also. Car_hood-Offset.step
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