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3D-Coat 3.7 updates thread


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I will post all 3.7 updates and betas of V4 in this thread. We may discuss there all beta features that are intended for V4.

Beta versions contain bugfixes and features for upcoming V4. Beta features intended for V4 may be enabled or disabled via Edit->Preferences->Show beta tools. Pay attention that versions from 3.7.14 it are actually V4 betas and many features that you see there are actually V4 preview. Beta features are LC tools, iconic UI, colored specular/emissive, scaled projection for photoshop, some new retopo tools, vertex voxel painting and some other, you may check it with "Show beta tools". But actually it hard to distinguish what beloongs to V3 and what to V4 because V4 is just logical evolution of V3.

winicon.pngWindows [3.7.18H]:

With CUDA, 32 bit

With CUDA, 64 bit

Without CUDA, 32 bit

Without CUDA, 64 bit

osxicon.pngOSX [3.7.18F]:

OSX build Download link

linuxicon.pngLinux [3.7.18F]:

Linux build download link

Instuctions about installing CUDA for Linux

listofchanges.png List of changes:

[31.08.2012] 3.7.18A

- Retopo tools got Faces extrude tool in face selection mode - http://bit.ly/MC23kz

- Other retopo improvement - automatic vert/edge/face selection in retopo select tool. Doubleclick will select connective area.

- Selection become additive. Use CTRL+D or ESC or click outside the retopo mesh to deselect.

- New UI global feature - if you are changing something dragging mouse manually you may press SPACE and enter exact numerical value. Space has now double action - usually choose tool, but in tools where yo pressed mouse and drag something it allows to enter precise value. It is applied to gizmos, primitives, split ring tool in retopo room.

- Collada (dae) import-export introduced as first beta.

- Add/split,Quads may work in free space too if you attaching polygons to existing geometry.

- General retopo settings moved to Menu line to save space.

- Points&faces retopo tool got set of improvements:

(1) Possibility to assign other tool on CTRL, SHIFT, CTRL+SHIFT - http://bit.ly/NpAMYE

(2) possibility to create quads only,

(3) possibility to work in free space

- In this build there will be possibility to navigate with arrow keys, ALT+arrows and NUM + -. In may cases it is convenient. Just choose navi scheme "3D-Coat_Arrows"

- Instancing&proxy problems fixed - http://3d-coat.com/m...view.php?id=588

- Fixed retopo problem that leads to disappearing faces (rarely) after welding nearby vertices.

in so way you will get good combination of artistic "on eye" and exact tools for precise work.

- Big load of bugs from mantis fixed.

[3.08.2012] 3.7.16A Win+Mac+Linux

- Sketch tool issues fixed

- lag when switching old presets probably fixed, but requires checking

- slowdown in proxy mode with reduce fixed

- rectangle/lasso selection enabled for merge/primitives tools.

[30.07.2012] 3.7.16

- To global space modified, To uniform space introduced - http://3d-coat.com/m...view.php?id=562

- Sketch tool problems fixed

- Delay when switching between tabs fixed

- Save/Open dialogs are splitting all possible extensions in several categories and are storing current folder in correspondence to category. In previous implementation in some cases stored folders was big mess with stored folders.

- Undo/Redo refined for differnt tools

- Undo/Redo implemented for Cache/Uncache

- Genius and other tablets will be supported. Wacom support rewritten too.

- 'G' key will ghost/unghost picked volume

- Specular contrast to Specular modulator in Layer options for convenience.

- UV improvement - you may select multiple UV islands, CTRL+C, select one island of similar topology and use CTRL V to put them on each other.

- A big list of mantis-reported issues fixed. This 2 weeks I concentrated on polishing 3DC.

[16.07.2012] 3.7.15

- you will be able to edit projection in external editor with bigger resolution than veiewport - with multiplier. The picture size will correspond to viewport size, not to whole window size as it was before.

- Inertia in srollable boxes improved

- selection/mouse over/pressing colors of buttons adjusted over the whole UI

- a bit updated icons

- crashes related to merging/splines booleans fixed

- Toggle fullscreen in View menu

- pose selection will work in LC mode well too.

[8.07.2012] 3.7.14A

- RMB menu disappearing after right or left mousemove fixed

- CutOff with depth limitation in ortho mode fixed

- Clone and Cut'n'Clone problems fixed

- scrolling inertia improved

[6.07.2012] 3.7.14

- Applying masks and materials via cubemapping is now available in both - paint and voxel rooms.

- Transform improved, now pivot points will be transformed together with child objects, in so way posing of chunked objects becomes very easy. Obj files export/import will srore/restore pivot point.

- Invert tool action got possibility to assign hotkey, this checkbox appeared in paint room too.

- fixed important ppp problem - appearing of random spot of big depth.

- Retopo opacity may now be varied, other UV-sets are visible too (more transparent).

- fixed - Masks can't be hidden and UNDO is not working at the same time - http://3d-coat.com/m...view.php?id=513

- fiхed - Arranging layers buggy - http://3d-coat.com/m...view.php?id=537

- fixed:"Render result" button brings up dialog that is always filtered to jpg, not the extension in use - http://3d-coat.com/m...view.php?id=533

- fixed: Info panel at bottom of screen in Retopo room not updating correctly - http://3d-coat.com/m...view.php?id=524

- Place image along spline - Erase bug - http://3d-coat.com/m...view.php?id=535

- fixed: Brush source image flipped http://3d-coat.com/m...view.php?id=527

- In move/pose/transform tools you will be able to modify voxels and retopo simultateously (optionally) - http://screencast.com/t/iTvfetHfI0t

- I made that pressing SHIFT within transform tool allows to move only gizmo as if "Move only gizmo" chosen.

- All tool got better consistency with E panel, unused E-mode are hidden now for each tool.

- Scrollable panels got inertia.

- Fixed several problems related to planar mapping and re-wrapping separate islands. There was problem with fitting updated islands.

- Fixed set of unwrap problems over hardsurface models. Ther was problems with accurate unwrapping of multiple T-junctions.

- Current selected point in spline will be highlighted when you edit points ias table. example - http://bit.ly/LBymU5

- Important export option for real production - DXF export of UV islands contours for further laser cutting in real scalse. In so way you may retopo object, map it, export and cut it from leather, acryl or plastic.

- A lot of proxy-related problems fixed

- different primitives problems fixed

[19.06.2012] 3.7.13

- Depth/opacity/radius may now be defined as function (curve) of pen pressure. It is very useful to customize and thin tune of brushes.

- I made possubility to define alphas via curves - bit.ly/M7TIG3

- Proxy (multiresolution) may now work via decimate! It helps a lot with thin surfaces.

- New command in "VoxTree->RMB->Split with.." to split one volume with other one in two parts. It works for both modes - surface and voxels.

- Resolved conflict with layers dragging and windows scrolling - drag bar appeared over each layer.

- a lot of little bugs fixed

[8.06.2012] 3.7.12E

- Important fix: brushing quality improved - more correct handling of backfaces

- UI improvements - more informative hints with pictures in left panel

- LC extrude clay improved to provide better detalization

- Fixed: hard to select and operate over reference image controls

- Fixed: SHIFT selection not working in pose tool

- Import image as mesh improved - much better stencis mixing. Blob tool got better quality

- Fixed: Painting along curve fixed in voxel tools was not working over transformed volumes. Quality improved a lot too.

- Fixed: a bit shift down when rendering turnables

[7.06.2012] 3.7.12D

A lot of changes in UI

- new iconic UI with possibility to switch iconic/text style

- new quick panel (SPACE). There are local hotkeys and Quick Access bar, drag&drop.

- essentially updated presets system

- new scrollers, drag window contence with lmb, rmb or mmb.

- new tabbed preferences window

- more pretty general UI style

Other changes:

- fixed bug http://t.co/BaQ11qiM

- There is new possibility to send big files to support in Help menu - "Send file to support".

- Little view adjustment - corresponding axis length, storing grid and axis settings, possibility to turn off some axis view.

- Path tool updated, now every click adds point.

- a lot of smaller bugs fixed

[5.05.2012] 3.7.11

- I improved algorithm of brushing to make strokes more smooth and even. Need feedback there.

- Merge/pose tools tweaked in order to work more consistently with objects scale and gizmo placement.

- New UV path tool got really powerful options - multiple middle points, path building criterium - bit.ly/IJXmFf

- Also it will me possible to mark seams in dependence on crease angle - it is easy way to map hardsurface objects.

- pressure dependence and picker issue resolved.

- Mud brushes got noise degree slider.

[24.04.2012] 3.7.10A

- fixed slowdown when rotating viewport with ref mesh or ppp/mv

- voxel fill tool improved - now it will close holes over thin surfaces much better. It is very important to fix scan errors.

- fixed broken Textures->Baking tool

[20.04.2012] 3.7.10

- Per-face hide tool in voxel surface mode

- CutFace in PaintRoom will hide voxel pieces too. In so way freeze/hide tools in paint room act on voxels as well.

- Ghost mode introduced - http://www.3d-coat.com/files/ghost.png

- New blendmode - Highlight emissive. Read hint there.

- new item Texture->Import->Emissive intensity

- "To center mass" and "To bound centser" in Merge tool will move gizmo instead of object.

- Free-form pose deformation quality improved a lot. Matth of transforms rewritten.

- Fixed "more on bright" issue - http://3d-coat.com/m...view.php?id=491

- fixed "improper scale issue" - http://3d-coat.com/m...view.php?id=494

- fixed "Selecting Low-Poly View breaks shading views" - http://3d-coat.com/m...view.php?id=495

- mutiple uv-sets per object in FBX export/import supported.

- resolved scaling issue - http://3d-coat.com/m...view.php?id=502

- import tiles as UV sets implemented for MV painting too.

- I made better support of smoothing groups export via OBJ files. Now groups are marked explicitly http://3d-coat.com/m...view.php?id=493

- crash when saving subtree fixed - http://3d-coat.com/m...view.php?id=501

- small fixes: renaming models in "Models/Splines" tab fixed + dropped models from VoxTree -> Models getting more intuitive names.

[31.03.2012] 3.7.09

- Colored specular and emissive channels introduced in ppp/mv/ptex/voxels. Use new layer blending modes to assign colored specular/emissive to some layers. Pay attention that colored specular and emissive work only for Default shader, so assign it as default and use it to see effect. I will update all shaders after your review of how it works now.

- Fixed problem of baking with option "Check groups and volumes correspondence"

[26.03.2012] 3.7.08B

-AUTOPO density problem fixed.

[21.03.2012] 3.7.08A

- fixed problem of Sketch tool - incorrect shading (was result of speculatity introduction)

- improved naming of tiles - if material hovers whole tile new UV set will get name of that material and material will not be renamed.

[20.03.2012] 3.7.08

- Specularity supported in voxel painting. Warning! You should re-assign default shader with RMB click over shaders panel to get it to work. If you still not able to paint specularity - delete MyDocs/3D-CoatV3/Shaders/Custom/ - but preserve imprtant for you shaders. All shaders was re-written, so older ones will not support specularity.

- 3D-Coat will support import/export of objects that use tiles instead of UV sets - like from Mudbox. Example - how it works - http://www.3d-coat.c...mport_tiles.png

- Fixed several problems in pose tool.

- UI adjustment (even longer menus will fit into screen) - http://bit.ly/zAIPas

- fixed problem of rectangle/lasso painting without antialoasing in some cases.

- fixed several important bugs that are hard to describe.

[12.03.2012] 3.7.07A

- fixed crash when you delete custom tool

- fixed possible surface smoothing issue

- fixed bug in VoxLayer tool - not always possible to select area

- Example - how it works - 3d-coat.com/files/Import_t…

[10.03.2012] 3.7.07

- Voxel LC tools may be duplicated by RMB click. You may customize new tool in own way and share new brush. In so way you may create for example variation of GeneralBrush and store/share it.

- much faster initial loading

- Sketch tool got improvement. Now it is possible to assign images as top and bottom stencils and set tapering angle (positive and negative). Examples - http://bit.ly/xv0491 http://bit.ly/yTHhh9 . It works as advanced loft tool that may join contours of different topology.

- fixed several UI glitches.

- fixed problem http://3d-coat.com/m...hp?id=486#c1396

[03.03.2012] 3.7.06B

- Important change for retopo room symmetry - http://bit.ly/wmr78T

- lot of crashes fixed

- shaders list problem solved

[27.02.2012] 3.7.06

- Clone tool got major update (mv, ppp, voxels) - see how it works now - http://www.3d-coat.c...es/cloneray.png

- Unclosed meshes with color may be opened in voxel room preserving color. Merge as skin + Merge without voxelizing - http://bit.ly/Aw2WYj

- There was not enough space for new functions in VoxTree->RMB, so I made several improvements:

1) combined some items to submenus, made access to all items in VoxTree->RMB via hotkeys

2) RMB menu in all lists will be generated dynamically, so speed of interface grown and memory consumption decreased. It leads to faster moving between rooms, less UI lags.

3)UI will not flicker when dock panels will be resized, all will be resized smoothly.

- Important change: now all numeric values in sliders (like brush radius), input fields will be in same units as imported model. It is super important for real production where you need to know and operate with exact sizes.

- VoxTree->RMB in surface mode got 3 new commands:

1) Create shell. Model will be transformed into thin shell for ease of futore voxelization and preserving color.

2) Close surface holes. Important for importing models directly from scanner when you can't ensure that model is waterproof. You will be able to specify max hole size to be able to close only small holes if need.

3) Bake color there from all volumes - allows to transfer color with layers from set of volumes to the current one.

[19.02.2012] 3.7.05B

- PLY export/import with vertex color. Good for color scanners and for exporting to xNormal. It is fastest way to drop mesh to xNormal.

- OBJ files with vertex color compatible with xNormal.

- restored missed control in Free form pose tool - "transform only gizmo"

- better pose selection through all volumes - works well with rooted volumes like paw with claws. Previously only one claw was selected.

- multithreading support for Hide tool and many other with rect selection

[16.02.2012] 3.7.05

- You will be able to import image(s) as mesh - look examples - http://www.3d-coat.c...ImageAsMesh.png

I replaced older logo tool with this new one, it is much more powerful. You may also access this function from File->Import->Import image as mesh

- If you will import model with texture for vertex painting color from texture will be projected on vertices.

- I made several improvements and bugfixes in pose tool.

1) Correct work of pose through all volumes with rooted child volumes. Previously only one root was selectable.

2) Possibilitty to select several control points in FreeForm mode.

3) Possibility to move only gizmo in free form multiple selection mode

- Retopo room speed optimized to work much faster in all modes up to 2x - 5x

- Cavity painting quality and speed improved a LOT in all paint modes. Much much better than it was. It is based on the same pronciple as cavity painting in voxels. It is based on normals divirgence instead of geometry curvature measurement.

- Baking speed and quality essentially improved especially if you want to bake displacement. If baking ray not touching surface nearby and spike appears in so way special filter will cut it out. Also you amy apply this filter manually if need. You may also enter scan depth values manually to control baking better.

- Voxel measure tool updated - now it may measure length of curves, lasso, perimeter of the section - http://bit.ly/y46LmR

- Rotation gizmo in pose tool modified a bit for ease of rotation in screen space. Rotation handlers direction will be adjusted automatically.

[31.01.2012] 3.7.04C

- fixed major vertex paint crash for all OS

- Fill Layer/Fill object work correctly in Fill tool

[29.01.2012] 3.7.04B

- fixed crash in pipeline surface-paint-voxels, change-surface

- fixed crash in vertex painting due to mullticore optimisation

- fixed gizmo problem - too difficult to select arrow in some positions

- fixed sphere primitive placing problem

[28.01.2012] 3.7.04A

- I made good pipeline to maintain color while surface<->voxels transitions. See description -

http://www.3d-coat.c...es/bakedemo.png

- Cavity painting in voxels done - http://bit.ly/zQL6mJ

- All boolean operations [even between volumes] will preserve vertex color.

- Resample will keep color too. Color will be re-projected. New routine opens possibility to preserve color in almost all cases.

- FBX import export supported with vertex color

- Any layer may be marked as "Use as vertex weight" and used as vertex weight map if you will export scene as LWO. It works in all paint modes. Weight may be 0..1 or -1..1 on your choice

[16.01.2012] 3.7.03C

- painting over multiple voxel layers simultaneously.

- Connector to Photohop works with voxel painting too.

- Fill tool preview will not lag even on highpoly voxel objects.

- New tool intodiced - layer. It is intended for medical application, but will be very useful for cloth, hardsurface modeling and many other. See example - http://3d-coat.com/files/VoxLayer.jpg

- clone tool bug fixed - http://3d-coat.com/m...view.php?id=459

[12.01.2012] 3.7.03B

- import/export of vertex colored obj & lwo files. Lwo - via vertex maps. Please check compatibility with xNormal

You may import obj-s from ZB and continue painting.

- multicore optimization.

- Frame fixed

- several crashes fixed

- symmetry plane works better (consistent size)

[11.01.2012] 3.7.03A

- export compatimle with ZB (should be tested)

- picking works correctly (H and V)

- baking problem mettioned by Phil (probably) fixed.

[10.01.12] 3.7.03 - beta

- painting over voxel models. Just switch to paint room. If you need to turn it off - use View->Show voxels in paint room

- better symmetry support in Paint room (there was problems with Points & faces)

- better colors correspondence when baking voxels->paint room

- new brushes in LC tools - build, extrude, updated general brush, flattern.

[16.12.11] 3.7.02 - beta

- Free form primitives and pose tools got multi-selection and gizmo (if multiple elements selected) - http://bit.ly/tihLm7

- All retopo tools will support realtime symmetry updating. If you change something on one side of existing symmetry - it will be done on other side. Turn off "Retopo->Show mirrored" to see clearly how it happens. It is very important if you want to update existing mesh without breaking UV set.

- Primitives updating done to produce really good quality in surface mode booleans. Grid density may be varied by slider.

- Found one more lag in retopo tool (and UI in general). Now it will work faster, especially on undo/redo and tool switching.

- I found why importing model for ppp may take long time in some cases. It was realtime pading preparing routine. Now optimized a lot.

- airbrush in ppp & freeze issue solved - http://3d-coat.com/m...view.php?id=447

- Pose, primitives & Free form with symmetry problem resolved - http://3d-coat.com/m...view.php?id=441

- UV room "add clusters" bug fixed - http://3d-coat.com/m...view.php?id=445

- UV mapping in retopo room improved - when you add polygons UV will be extended properly after switching other tool - http://www.3dcoat.co...s/UV_update.png

- Fixed bug - keeping scale of merged object in voxels was inaccurete up to 3%. It was well visible on far off-ce0ntered models.

- fixed cube lag: http://3d-coat.com/m...view.php?id=435

- attempt to fix Linux delay bug, but really not sure there ...

[18.11.11] 3.7.01 - stable:

- Adaptive Decimate Brush: reduce without fear of loosing detail http://wp.me/petJN-zY

- Snake/Spikes/curves/Muscle/Toothpaste tools are supported in surface mode too (even faster) - http://bit.ly/vMlC3X (booleans of course). It is 160 k model. To get same in voxels you need probably millions. Of course that spikes/curves are not separate pieces but merged into object - look a little manual smoothing near some spikes.

- curves of objects supported in surface mode.

- shader thumbnail issue fixed - http://3d-coat.com/m...view.php?id=430

- droplist item selection fixed - http://3d-coat.com/m...view.php?id=426

- Shadow casting issue fixed - http://3d-coat.com/m...view.php?id=428

- I made compatible LC tools and booleans - LC&stuff will preserve sharp edges until edge is not smoothed by SHIFT.

- Sphere tool with cubic interpolation fixed.

Be careful with booleans - if merged object (spike, separate curve branch, separate curve chain, paste stroke) has self intersection - booean will fail.

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Excellent work :clapping:

Thank you!

There's some confusion around about the LC tools. What are these for, anyway, what kind of hybrid workflow is this etc. I was confused too.

The reason is that these tools are in alpha state so far. Not the full palette we need for sculpting. So far.

I have the feeling that autoretopo works great after dropping voxels to surf-LC. After some cleaning and increasing sharpness - density in some certain areas. Do I see things or is it true?

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Render room needs some more love. * Mantis report.

It's important to have a nice render room. Some people work on illustrations.

ZBrush may be glorious on this but imho, 3dc is a more accurate renderer, has some potential. After all, it's much easier to set up some simple scene in 3dcoat. A nice background (the camera is accurate enough, just compare it with the zb one)

Some impressive presentations, it isn't a bad idea at all.

The way of pixologic isn't that wrong. Be an artist, create interesting presentations, pipelines aren't an artists concern. (are they? lol, I'm not kidding exactly)

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v3.7 is a VERY worthwhile milestone for 3DCoat. Thank you Pilgway, you've made a massive amount of progress in relatively little time, and it definitely shows with 3DC 3.7!

3DC is beginning to show signs of a maturing & cohesive interface, on top of the now very robust toolset. The feature-set of 3DC is very impressive, and getting better by the week; with an intelligent & cohesive interface now taking form, I'm excited to see the direction 3DC will take as it heads to v4. We went from not being able to use 3DC in our pipelines a few sub-versions back, to now using it on a very regular basis, thats a mark of true progress(from the perspective of our team :-). The stability gained in the recent 64bit OSX release is also a very welcome addition. Thank you all again :-)

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applinkgozcarrara.jpgOutstanding! I am so pleased with 3DCoat in its new version.

There is no APPLINK for Carrara users, but I adapted using Carrara's Go-Z plug-in.

Here's a quick image to show that all works as advertised. From Carrara 8Pro to Zbrush 4R to 3DCoat3.7 to PhotoShop Extended to 3DCoat3.7 to ZBrush4R to Carrara 8Pro.

It worked seamlessy and to perfection! :)

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Excellent work :clapping:

Thank you!

There's some confusion around about the LC tools. What are these for, anyway, what kind of hybrid workflow is this etc. I was confused too.

The reason is that these tools are in alpha state so far. Not the full palette we need for sculpting. So far.

I have the feeling that autoretopo works great after dropping voxels to surf-LC. After some cleaning and increasing sharpness - density in some certain areas. Do I see things or is it true?

You know , a model of game probably need a normal map for the lowpoly model ,in during actually ,we need some detail around local area instead of divide all of the poly of model .in this way(increase poly for local area on the surface ) ,we can make more object in the view because of the resource of computer be economized.

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applinkgozcarrara.jpgOutstanding! I am so pleased with 3DCoat in its new version.

There is no APPLINK for Carrara users, but I adapted using Carrara's Go-Z plug-in.

Here's a quick image to show that all works as advertised. From Carrara 8Pro to Zbrush 4R to 3DCoat3.7 to PhotoShop Extended to 3DCoat3.7 to ZBrush4R to Carrara 8Pro.

It worked seamlessy and to perfection! :)

If someone will develop AppLink for Carrara in correspondence with our specifications - we will pay for this.

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Small note and I don't have a clue if this is already mentioned elsewhere:

Version 3.7 / Refresh bug in Material preview spheres:

- Right click and select "Refresh this" OR "Refresh all"

- When sphere picture updates, "camera" of preview picture is offset to right, resulting in 1/3 of preview sphere being outside picture frame

EDIT:

I wouldn't recommend trying "Refresh all" since re-starting 3d-coat doesn't fix preview spheres!

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I got rid of my other post in here as it had some grammar that I just left out completely. The ten minute editing rule, well no way to fix it...

Congrats to the Pilgway team for all the improvements added in Version 3. That indeed was lots of hard work.

Possible bugs so far in Linux version 3.7.00 (when using the beta tools) but not reported to mantis yet.

All the below have remove stretching selected.

Saving a file when using beta tools can lead to 3DCoat crashing when reopening said save file. I will sent that file later to Andrew to look at.

Mesh explosions but not as often, it seems to be associated when symmetry is turned on.

Using the move tool with symmetry enabled you get very bad stretching of the polygons near the symmetry line. happens randomly..

Flipped polygons when importing obj meshes using the now added merge tool in surface mode. This happens only when symmetry is turned on. The obj meshes were checked for correct normal orientation.

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Well done guys on the new release. I'm currently taking it for a spin whilst UV and texturing a WII Lancaster Bomber. Will post any issues I find.

I have noticed slow down when editing/moving points/edges/faces in the UV Texture Editor. Graphics Card? I'm on 64 CUDA.

Anyway, well done to all the developers.

Ricky.

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Updated to 3.7.01 (Win) Mac&Linux come really soon.

- Adaptive Decimate Brush: reduce without fear of loosing detail http://wp.me/petJN-zY

- Snake/Spikes/curves/Muscle/Toothpaste tools are supported in surface mode too (even faster) - http://bit.ly/vMlC3X (booleans of course). It is 160 k model. To get same in voxels you need probably millions. Of course that spikes/curves are not separate pieces but merged into object - look a little manual smoothing near some spikes.

- curves of objects supported in surface mode.

- shader thumbnail issue fixed - http://3d-coat.com/mantis/view.php?id=430

- droplist item selection fixed - http://3d-coat.com/mantis/view.php?id=426

- Shadow casting issue fixed - http://3d-coat.com/mantis/view.php?id=428

- I made compatible LC tools and booleans - LC&stuff will preserve sharp edges until edge is not smoothed by SHIFT.

- Sphere tool with cubic interpolation fixed.

Be careful with booleans - if merged object (spike, separate curve branch, separate curve chain, paste stroke) has self intersection - booean will fail.

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Thanks for the update, i have just noticed a few things testing with 3.7.01 (Win) 32bit cuda

1) In Surface/Liveclay mode on a default cube there is a odd result when you brush/click near a edge.

post-1319-0-61742100-1321646008_thumb.pnpost-1319-0-09774700-1321646023_thumb.pn

2) In Surface/Liveclay mode if i use the menu option Voxels > Decimate on a default cube, rather than a optimized mesh i get a broken result.

post-1319-0-04957100-1321646041_thumb.pnpost-1319-0-28288300-1321646057_thumb.pn

3) In Surface/Liveclay mode a few of the non Livecaly tools like Draw, Buildup and Expand seem very slow and freeze up 3DC for a second or 2, most of the others seem fine however.

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@ Digital777, I confirm the broken meshed after decimating from the voxel menu. Windows 32 bit non-cuda 3.7.01 DX mode.

@ BeatKitano, Yes, on the previous version I was still getting mesh explosions even starting from a default sphere. Same thing was happening, I could work for an hour or two then blam the mesh would exploxe near the brush cursor. I have not tested the new version long enough to know if it has been fixed.

Windows 32 bit non cuda 3.7.01. LiveClay brush still does not work correctly. The brush will not build up the mesh at all. The same problem as been in the last 3 or so versions. All the linux versions work fine using the LC brush.

Edit. Default sphere. 3 move actions with the move tool, explosion... newest version...

post-518-0-59815300-1321649607_thumb.jpg

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Windows 32 bit non-cuda 3.7.01

In the above post and this one I am enabling the beta tools plus selecting "remove stretching"

The move tool still produces random bumps and stretching.

Default sphere.

Since it happens randomly there is really no excat steps to take to reproduce the problem.

You can only get a defalut sphere and use the move tool until it happens. It seems to happen more often when symmetry is turned on and that is true for the mesh explosions as well.

I would imagine finding this bug,the mesh explosion bug and other LC bugs would drive any programmer quite mad as you have added new code into an exsiting code base

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I'm starting to lose faith in liveclay. I don't want to go all negative but I get mesh explosion on my past meshes all too often to even consider it more than a toy. What should be the new step in digital sculpting looks like a poor crippled child. Legacyfix doesn't help at all, and I'm still wondering if close holes even do something except making double of surface and projecting vertices insides the infinite guts of the model. The remarkable work of Raul on smart decimate also get lost into this as liveclay doesn't work, why would I need to smarty decimate my model since I've to use only removestretching and his uniform remeshing because of liveclay issues?

That would be fine if this was due to file corruption but I'm sure I can make this happen on a new sculpt entirely in 3.7.01 after a while.

I may sound harsh but I'm not angry, just pretty sad actually and with what I've seen in the digital sculpting field this week at work I'm kinda worried about 3dcoat if those issue are not carefully looked into, I don't think liveclay stand a chance if it isn't ultra solid.

I would glady help if the 3b files weren't that big, the issue is mesh explosion doesn't occur on default sphere but after a few hours of work.

This update had only a little changes in LC. Main intention was to fix "release" problems. We will work over LC stability, it will be ultra stable. We will pay sp[ecial attention to this.

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I'm starting to lose faith in liveclay. I don't want to go all negative but I get mesh explosion on my past meshes all too often to even consider it more than a toy. What should be the new step in digital sculpting looks like a poor crippled child. Legacyfix doesn't help at all, and I'm still wondering if close holes even do something except making double of surface and projecting vertices insides the infinite guts of the model. The remarkable work of Raul on smart decimate also get lost into this as liveclay doesn't work, why would I need to smarty decimate my model since I've to use only removestretching and his uniform remeshing because of liveclay issues?

That would be fine if this was due to file corruption but I'm sure I can make this happen on a new sculpt entirely in 3.7.01 after a while.

I may sound harsh but I'm not angry, just pretty sad actually and with what I've seen in the digital sculpting field this week at work I'm kinda worried about 3dcoat if those issue are not carefully looked into, I don't think liveclay stand a chance if it isn't ultra solid.

I would glady help if the 3b files weren't that big, the issue is mesh explosion doesn't occur on default sphere but after a few hours of work.

Also, I think if explosion appeared, you may undo it. But if it continues to happen, undo and LegacyFix.

If you have ideas when it appears, it will speed up fixing.

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Ok, I'm researching the explosion issues related with LC, but don't feel frustrated my friend, is still possible that some bugs hijack your work and that's the reason why we haven't tagged that as out of alpha-beta, reports are what actually helps to get as soon as possible into a stable form so never get tired of feedback us with them, in many other configurations LC are pretty stable, the first step toward solving a problem is knowing the causes, as soon as you know them the problem is half solved, so if you find a pattern that cause the explosion issues it will help a lot!

I can confirm the slowness on sculpting over mesh generated primitives.....

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Also, regarding Decimate over cube, yes, currently if the mesh has very tiny borders, like one or two polygons thick it will fail, soon I will include a fix for this, so please, currently Decimate is advisable to use on more organic surfaces... meanwhile you can use the decimate brush instead and avoid the cube borders.

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