Advanced Member b33nine Posted May 21, 2012 Advanced Member Report Share Posted May 21, 2012 I'm getting very pixelated returns from projection painting in 3.7.11B. It's almost as if I only have a 1k texture space instead of the 4k texture space I'm working with. Link to comment Share on other sites More sharing options...
Psmith Posted May 22, 2012 Report Share Posted May 22, 2012 Can you post a sample picture along with your machine specs? Greg Smith Link to comment Share on other sites More sharing options...
Advanced Member herve_bis Posted May 22, 2012 Advanced Member Report Share Posted May 22, 2012 recorded a small video... btw, the model is a retopo from voxels using Ptex.. (only one Ptex UV space) http://screencast.com/t/X6DwUOLPEz0X sorry to quote myself, but is there a fix planned...? This is a rather big issue... EDIT / I tested the same object with version 3.2.03, and the clone tool works perefctly and unlike 3.7.11b (which takes at least 2 min. ), when clicking the clone tool , it activates almost instantly.. so yes it is a bug.. at least looks like.. Link to comment Share on other sites More sharing options...
Advanced Member herve_bis Posted May 22, 2012 Advanced Member Report Share Posted May 22, 2012 oups... correcting the above.. wanted to say in vers. 3.7 (official latest) it works perfect. h/ Link to comment Share on other sites More sharing options...
Member cl-apps Posted May 24, 2012 Member Report Share Posted May 24, 2012 When are the mac people going to get there grubby mitts on the latest beta? It seems the pc guys are having way too much fun! Link to comment Share on other sites More sharing options...
Contributor artman Posted May 26, 2012 Contributor Report Share Posted May 26, 2012 Not sure if this is something anyone else is noticing or if its a feature and not a bug but I've noticed that when I switch over to surface mode and do some sculpting then increase the resolution of the layer in the vox tree I lose all my sculpting from the surface tools? To increase res in Surface mode do not use Inc Res button,instead use Resample option from voxel menu. It is slower tough,on multimillion mesh it might take 2 or 3 minutes. Link to comment Share on other sites More sharing options...
Contributor LJB Posted May 26, 2012 Contributor Report Share Posted May 26, 2012 Also in that respect a toggle would be nice. B8kitano what about either flat shade or smooth shade with showing wire that would work best no? I find it most useful viewport shader in SI. I suggest cos we already have it in the paint room. Link to comment Share on other sites More sharing options...
philnolan3d Posted May 27, 2012 Report Share Posted May 27, 2012 I posted a feature request thread about 6 months ago with what I thought wires should look like http://3d-coat.com/forum/index.php?showtopic=9143 Link to comment Share on other sites More sharing options...
Advanced Member stusutcliffe Posted May 27, 2012 Advanced Member Report Share Posted May 27, 2012 Just like Sculptris would be perfect! Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted May 28, 2012 Advanced Member Report Share Posted May 28, 2012 Speaking of viewport display. Ghostmode/fill/opacity display please for all rooms, material, object, layer. http://3d-coat.com/forum/index.php?showtopic=9714 Link to comment Share on other sites More sharing options...
Member randomguy_j Posted May 29, 2012 Member Report Share Posted May 29, 2012 Just wait guys :> I'm sure a lot of you will be pleased with the new incoming build. Oh? Why do you say that? Link to comment Share on other sites More sharing options...
Member space Posted May 29, 2012 Member Report Share Posted May 29, 2012 Icons for every tool? That's awesome. I don't like text buttons, because I always have to "search" for some tools. And that's after half a year of working with 3D-Coat nearly every day. Link to comment Share on other sites More sharing options...
philnolan3d Posted May 30, 2012 Report Share Posted May 30, 2012 The only problem I have with the text buttons is that sometimes they move when new features are added and I'm used to it being in a certain place, then it's not there anymore. But the same thing would happen with icons too, even if I could remember what tool the icon was for. Link to comment Share on other sites More sharing options...
Javis Posted May 30, 2012 Report Share Posted May 30, 2012 The only problem I have with the text buttons is that sometimes they move when new features are added and I'm used to it being in a certain place, then it's not there anymore. But the same thing would happen with icons too, even if I could remember what tool the icon was for. The best way to solve that would be to have a truly fully customizable UI wherein the user could place tools in a custom panel. Problem=Solved. Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted May 30, 2012 Advanced Member Report Share Posted May 30, 2012 Yeah every program has a toolbox, branch, dropdown menu that's customizable with drag and drop. I much prefer text for the most part since using a lot of appz it can get confusing with icons on all appz not being identical. Link to comment Share on other sites More sharing options...
Member space Posted May 30, 2012 Member Report Share Posted May 30, 2012 Sorry for doubleposting (I opened a thread in "Painting mode bugs"), but I think it's a serious bug/broken function. And since it came up with the latest versions, I want to ask here as well: Painting in the texture uv editor seems to be broken with the 3.7.11 versions. In 3.7.10A it works well. Can anyone confirm this? Link to comment Share on other sites More sharing options...
philnolan3d Posted May 30, 2012 Report Share Posted May 30, 2012 Seems to be working fine here in both MV and Per-Pixel. I'm on 3.7.11B CUDA DX64 Link to comment Share on other sites More sharing options...
Member space Posted May 31, 2012 Member Report Share Posted May 31, 2012 Thank you. I found out some options work, others don't. Thread: http://3d-coat.com/forum/index.php?showtopic=9868 Link to comment Share on other sites More sharing options...
Advanced Member JimB Posted May 31, 2012 Advanced Member Report Share Posted May 31, 2012 Interestingly on the Older Versions page there is a V37-11C (Win) available. http://3d-coat.com/download/older-version/ Link to comment Share on other sites More sharing options...
Member bocs Posted June 3, 2012 Member Report Share Posted June 3, 2012 Is this a bug or normal behavior? (i'm new and still learning...) Steps to reproduce... 1. New Voxel Scene...start with cube 2. Add cube (press enter) 3. Switch to transform tool 4. Scale cube 5. Swith to Primatives...select Sphere 6. (move) and Add Sphere *Sphere is added deformed (Bug?) 7. Select any other Primative 8. Add, they are correct (in Pic I used Cone for example) Inset Pic.. I went back to transform and "reset space" *Cube and Sphere are back and cone is deformed It seems the layer keeps some kind of transform internal (which adding spheres doesn't use) anyway to make a transform action "stick" and make it the normal space? *I can work around this by making the sphere into a new layer...then move to the cube layer *the issue only seems to be with spheres...other types seem to work even after the cube is transformed Link to comment Share on other sites More sharing options...
Contributor LJB Posted June 6, 2012 Contributor Report Share Posted June 6, 2012 Bocs, If we right click the volume in the Voxtree you will find an option 'to global scale' Perform this every time after sizable scaling operation to resample back to global scale before adding new volume. usually we can see if its needed by the way the shader is lit. Basically the Volume keeps it Voxel scale and it the scaled Voxel scale that causes these problems, Though to be fair the instance where we have three primative in this way is few its handy to know. Link to comment Share on other sites More sharing options...
Member Gravin Posted June 6, 2012 Member Report Share Posted June 6, 2012 Bocs, If we right click the volume in the Voxtree you will find an option 'to global scale' Perform this every time after sizable scaling operation to resample back to global scale before adding new volume. usually we can see if its needed by the way the shader is lit. Basically the Volume keeps it Voxel scale and it the scaled Voxel scale that causes these problems, Though to be fair the instance where we have three primitive in this way is few its handy to know. Another thing to look out for that resting the global scale of a volume can take care of is Boolean operations. If your trying to subtract volumes from one another and the results are all borked resetting the global scale should get things back to predictable behaviors. Link to comment Share on other sites More sharing options...
Contributor LJB Posted June 6, 2012 Contributor Report Share Posted June 6, 2012 Very true. Link to comment Share on other sites More sharing options...
philnolan3d Posted June 7, 2012 Report Share Posted June 7, 2012 *Trying to be patient...* Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted June 7, 2012 Author Report Share Posted June 7, 2012 Updated 3.7.12D This is very first beta with updated UI. Thank to LJB for developing icons and UI elements! 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 Link to comment Share on other sites More sharing options...
philnolan3d Posted June 7, 2012 Report Share Posted June 7, 2012 lol Nice timing. Edit: Aww It just crashes when loading it. DX 64 Cuda version. Same crash for GL version. Edit 2: Tested non-Cuda 32 bit DX. That also crashed on load. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted June 7, 2012 Author Report Share Posted June 7, 2012 Possibly some problems with settings? Try to delete Option*.xml, but keep backup, if so it is interestion to get files to understand reason. Link to comment Share on other sites More sharing options...
philnolan3d Posted June 7, 2012 Report Share Posted June 7, 2012 Which one? Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted June 7, 2012 Author Report Share Posted June 7, 2012 Try Options.xml first. Then Options_Presets.xml if no luck. Then other in random order. Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted June 7, 2012 Advanced Member Report Share Posted June 7, 2012 Wow, very nice Andrew and LJB. Can't wait to play with it more. Link to comment Share on other sites More sharing options...
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