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  1. Development

    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

      393
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    3. Sculpting

      Tutorials related to sculpt process

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    4. 231
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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

    • MJonathan
      Amazing update! Let me add some comments that could improve the user experience: I wanted to select multiple nodes to move or delete them using the rectangle selection and it was not possible. That was a little frustrating. I wanted to delete the selected nodes by pressing the Delete key, but instead the layer deleted all its content. That’s a bad user experience because in every node editor like Nuke, Mari, ComfyUI, etc., this shortcut should delete the selected nodes. It should act on the graph context, not the layer. Ctrl+Z is not working properly. When I modify settings, curves, etc., 3DCoat is not registering those events correctly, so undo fails and a lot of progress can be lost because of this implementation. Nodes are created at the position of the final click in the menu instead of the initial right-click position. Please fix these issues! The node graph is looking awesome, and with these changes people will feel much more comfortable using it without frustration.
    • Elemeno
      this looks fantastic!
    • Mihu83
      Sounds nice, thanks.
    • carrots
      By right-clicking on a smart material, you will see a menu item that will convert it and apply it to the open year editor. Yes, these node materials can be used both for UV PPP drawing and for sculpting objects, they are universal.
    • Mihu83
      Out of curiosity, will this new system work with existing smart materials, or it will be based on smart materials created from scratch with nodes? Also, all the editing possibilities will work with painting on high poly, without UV's?
    • Sal_GC
      Thank you so much for this update! It is such a milestone for 3DC! What a great day. 3DC is unmatched in hand painting, and proceduralism was its weaker point, now having addressed this, the possibilities really increase! I have been following this update for many months, I am glad it has finally come to fruition. I will be making tutorials to showcase it as soon as I get a grasp on it. Thanks for the heads-up carrots! 
    • carrots
    • carrots
      We are pleased to present the Preview version of a major update to 3DCoat, which fundamentally changes the approach to creating materials and textures. The main novelty of this version is the powerful, fully procedural Node System, which opens up endless possibilities for non-destructive texturing on UV (Per-Pixel Painting). Key innovations of the update:  - Non-destructive texturing (Node-Based Workflow) No more limitations of classic pixel painting! Now you can create materials, masks, and effects using a visual editor (Node Editor). Any element — rust intensity, base color, glossiness, or scratches — remains editable at any stage of work. Change parameters and instantly observe the result on the 3D model in real time. - High-performance GPU nodes (NGL) Under the hood of the new system, dynamic compilation of nodes into optimized shaders based on NodeGraph Language (NGL) is working. All procedural magic, mathematical operations, and noise generators are calculated directly on the graphics card (GPU). - A new generation of smart materials, masks, and other presets: NGMaterials: Procedural smart materials that perfectly adapt to the curvature, shading (Ambient Occlusion), and other properties of your model. NGMasks: Procedural "smart" masks for generating realistic wear, dirt, scratches, etc. NGModifiers and NGFilters: Powerful tools for geometry deformation and procedural post-processing of current layers. - These materials support approximately 30 channels; you can read more about them in the documentation, in the PBM Channels section. - You can find more detailed documentation on these features in the Node System and GPU Texturing  sections; the documentation will be updated.   Updated User Interface New windows have been added for convenient work: Node Editor (the main space for building logic), Node Inspector, and Object Inspector. You can pin any node parameters (using the "eye" icon) in the general object or layer parameters and easily change them via the Object Inspector. This allows for configuring complex materials with convenient sliders without constantly diving into the node graph. ----------------------------------------------------------------------------------------------- A short video demonstrating the main functions: The first video lesson on the basics of the new system:   Huge thanks to everyone for participation, patience and feedback! ------------------------------------------------------------------------------------------ The links to download: Windows, 2026-02 (Preview GPU Per-Pixel Painting) 3d-coat-5-16-2026.zip (Just unpack and run 3DCoatGL64.exe) This is an early beta version. Not recommended for use in production environments. ------------------------------------------------------------------------------------------ Other changes (besides those announced above) made after 3DCoat-2026-01: 3DCoat-2026-02 GPUPPP Preview Sat May 16 01:26:03 2026 -0700 - Implemented a new non-blocking iterative anti-aliasing system for the 3DCoat viewport that activates automatically during idle periods. - Directional Occlusion and Geometry Info map types added to the Light Baking Tool. - RGBA Curves and Gradient Support in Nodes - Ability to make visible and hide individual node properties in the Object Inspector. - Image reading and writing file formats can be replaced via Python extension - Objects created by C++ functions from Python scripts will not be garbage collected by Python, thus avoiding double freeing. - Checking compilation codes before setting up a node graph - Node source codes have been moved to the UserPrefs/Scripts/GPUNodes folder - The node system has been updated to prevent links between incompatible properties. The material preview renderer has been updated. A button for inverting input channels has been added. Required maps, such as AmbientOcclusion and Curvature, are now automatically calculated. The ability to use input channel correction curves in the node source code has been added. - Python on Windows has been moved to ProgramData, which avoids incorrect operation in some cases. - Added a color selector extension based on QT. - Fixed a crash when using cStr in Python, including in cIDE, the expression editor, and node source code. - You can now set parameters in standard input fields using Python expressions. If there are no functions involved, you can simply enter the expression, for example, "10 + 20 * 2". If functions are used, start the line with "PY:", for example, "PY: abs(sin(123)*100)+2". If you need multiple lines, separate them with a semicolon and return the value using `return`, for example, "PY: a=10; b=3; res = a * b; return res + 5". The expressions include functions from the math and CMD modules. 3DCoat-2026-01  Tue Feb 17 14:13:36 2026 +0200 - Better style of no-modal input, same color as UI in general, no windows-style OK button. - Node source codes have been moved to the UserPrefs/Scripts/GPUNodes folder - The node system has been updated to prevent links between incompatible properties. The material preview renderer has been updated. A button for inverting input channels has been added. Required maps, such as AmbientOcclusion and Curvature, are now automatically calculated. The ability to use input channel correction curves in the node source code has been added. - Python on Windows has been moved to ProgramData, which avoids incorrect operation in some cases. - Correct supports rendering - New important UI feature! Press CTRL-F or use Popups->Search in UI to find and execute any accessible item in UI in the current room. - In Curve subtool was Added Check "ShowPoints" - Retopo/Modeling Room: Tool "Select Transform" has been modified - Restored GROW tool depth on pressure dependency icon - New SPACE menu approach (older may be got back from settings) - type to find tool quickly. - Added a color selector extension based on QT. - Fixed a crash when using cStr in Python, including in cIDE, the expression editor, and node source code. - Retopo/Modeling Room: The tool "Delete Face/Edge" polished a lot. Pre-selected edges or faces are removed. - Fixed crash in live booleans (when unghosting) - Fixed too small-scaled STL-s import - Eraser with CTRL works correctly on frozen area (ppp) - Retopo/Modeling Room: The tool Welding has been improved. - Sculpt Room: for tool "Blob" - "Do Filling" was sped up several times. For "Smart Hybrid". - Sculpt Room: Tool "Blob". A new option for lasso placement has been added to the "Smart Hybrid".
    • Sal_GC
      Roadmap planned for 3DCoat 2026: ... - OpenPBR   <== ... Hi there everyone, I noticed this objective in the 2026 roadmap. I was wondering, what would this bring into the app? A new material system for PPP with more modern standards? I read up a bit on it but can't really see what are the advantages of adopting this tech.  
    • Sal_GC
      Hello everyone! I hope you are all doing well!  With the recent 2026.01 release I wanted to share some strange behavior I have noticed with some of the modelling tools. This have been present in a few versions already so I wanted to draw attention to them since it seems they have just escaped revision. Most of these are small details, however when added up, they start to make working in the Modelling room slower and with more friction. These are some of the issues I have found: 1. Gizmo-less translations do not snap to grid when moving on a plane by pressing 2 axis keys or axis key combination.     Example: with a cube selected, pressing Z,X,  while snapping is enabled, should move the cube along the grid snapping. This does not happen,          instead the cube just moves freely. Pressing CTRL does not snap either. 2.  In the Curves dropdown menu the options Fill by Quads and Fill by Triangles do not work. Even more so, Fill by Triangles will crash 3DC, always.  3. Recently 3DC has adopted ESC to drop tools as well as selections, however this does not always work. Two examples are:      i. Add/Split tool, does not go back to Select tool after ESC. Even if nothing has been created with it.     ii. Knife tool, same as above, one must directly go to the Select tool or go through another tool first before going to Select tool via ESC.    Perhaps pressing ESC twice could be implemented to leave this special kind of tools. 4. After invoking the Split Rings tool, and then pressing SPACE, it will bring up the precise numeric input pop-up, instead of toolbox   pop-up. Also this can affect custom shortcuts with key combinations that involve SPACE. This happens before or after a making cut. 5.  The Inset Faces tool is by default in rectangle select and cannot be changed in the E-Panel, which can glitch when swapping to Select tool. 6. The Bevel tool gives corrupted results when beveling edges after scaling/transforming the bounding edges of the face. I imagine this is because scale was changed and the geometry is no longer uniform. It also becomes corrupted when beveling after a Boolean. 7. After filling some geometry with the Cap Tool, viewport navigation gets compromised, it will not work unless ALT key is pressed. 8. The commands in the Simple Checker dropdown, left to the UV Map selector, cannot be correctly set to a keyboard shortcut. These commands are very useful for seeing how the model looks with smooth shading. I have resorted to adding some of these commands (Retopo Wireframe, Smooth View) to the per-room custom menu. Perhaps considering using some matcaps for modelling could help here as well. There are some other errors as well but these are the ones that seem need the most attention. I can provide video examples of any of these issues if you need them. I think smoothing out this issues will help a lot in the modelling room, making 3DC a more solid experience for a complete pipeline.  I hope this helps and that there is opportunity to address these bugs, as they have been present for some time already.  Thank you for reading! 
    • Sal_GC
      Hello everyone! I hope you are all doing well!  With the recent 2026.01 release I wanted to share some strange behavior I have noticed with some of the modelling tools. This have been present in a few versions already so I wanted to draw attention to them since it seems they have just escaped revision. Most of these are small details, however when added up, they start to make working in the Modelling room slower and with more friction. These are some of the issues I have found: 1. Gizmo-less translations do not snap to grid when moving on a plane by pressing 2 axis keys or axis key combination.     Example: with a cube selected, pressing Z,X,  while snapping is enabled, should move the cube along the grid snapping. This does not happen,          instead the cube just moves freely. Pressing CTRL does not snap either. 2.  In the Curves dropdown menu the options Fill by Quads and Fill by Triangles do not work. Even more so, Fill by Triangles will crash 3DC, always.  3. Recently 3DC has adopted ESC to drop tools as well as selections, however this does not always work. Two examples are:      i. Add/Split tool, does not go back to Select tool after ESC. Even if nothing has been created with it.     ii. Knife tool, same as above, one must directly go to the Select tool or go through another tool first before going to Select tool via ESC.    Perhaps pressing ESC twice could be implemented to leave this special kind of tools. 4. After invoking the Split Rings tool, and then pressing SPACE, it will bring up the precise numeric input pop-up, instead of toolbox   pop-up. Also this can affect custom shortcuts with key combinations that involve SPACE. This happens before or after a making cut. 5.  The Inset Faces tool is by default in rectangle select and cannot be changed in the E-Panel, which can glitch when swapping to Select tool. 6. The Bevel tool gives corrupted results when beveling edges after scaling/transforming the bounding edges of the face. I imagine this is because scale was changed and the geometry is no longer uniform. It also becomes corrupted when beveling after a Boolean. 7. After filling some geometry with the Cap Tool, viewport navigation gets compromised, it will not work unless ALT key is pressed. 8. The commands in the Simple Checker dropdown, left to the UV Map selector, cannot be correctly set to a keyboard shortcut. These commands are very useful for seeing how the model looks with smooth shading. I have resorted to adding some of these commands (Retopo Wireframe, Smooth View) to the per-room custom menu. Perhaps considering using some matcaps for modelling could help here as well. There are some other errors as well but these are the ones that seem need the most attention. I can provide video examples of any of these issues if you need them. I think smoothing out this issues will help a lot in the modelling room, making 3DC a more solid experience for a complete pipeline.  I hope this helps and that there is a chance to tackle these issues, as they have been present for some time already.  Thank you for reading!
    • Carlosan
    • Carlosan
      Hi Look at the upper right corner of the documentation page https://3dcoat.com/documentation/ You can select preferred language from here
    • Cherabdel2026
      hello i just want to know if  user manual  in french do exist. thanks
    • Elemeno
      ive recently been testing 4.9 , and alot of the brushes actually work , something happened during 2020 -2026 and the sculpting is completely off , please please please! fix the sculpting 
    • Carlosan
      Check this thread  
    • Carlosan
      Source... Read Usage.txt to read further installation details This addon installation is currently set to work witch RizomUV 2025. (Also can be set to unfold3D if you need to work with older versions) Install: Drag the .3dcpack into 3DCoat or AddOns → Install Extension or "File > Install > Install Extension" then restart 3DC After the install, you can find it in the Addon Menu.
    • jammer42777
      Hello, So this has been a while since I've done this (procrastination I know) But I was trying to make a new custom room in 3dcoat 2025.17 and when I add a new room it just says "select a new room" Instead of existing rooms to select from.  I've tried tabbed and dropdown layouts.   Is there a way to fix this or is this a bug?   Any help would be great  thanks! --Joshua
    • Carlosan
    • Carlosan
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