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3D-Coat 3.5 updates thread


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Updated to 3.5.12 [beta] Win+Mac, Linux - very soon

Changes (mostly cleaning and bugfixing):

- I improved image picker a lot. This is how it looks/works now - http://bit.ly/hKF7Vz

- Voxel surface layers will be correctly baked with occlusion (including not voxelized layers).

- I made that merging without voxelizing will create 1 volume per object for convenience. OBJ files from Wings3D with instancing supported.

- I made much more accurate fading on edges while getting back projection from Photoshop (or other) - http://bit.ly/fqs2I6

- Options.xml split ot several logical parts to avoid loosing important data if you deleted it.

- Support of FBX export/import done.

- Bugreporting system after crashes restored.

- I made painting over edge to be anti-aliased even in not "Fade on edge" mode - http://bit.ly/fP4rAs

- Topological symmetry problem in microvertex mode fixed - http://bit.ly/gUautz

- Fixed problem of incorrect behaviour of objects/materials palette - http://bit.ly/hMz0XF

- Slider ploblem resolved - http://bit.ly/fUFmMN

- "Apply blending" problem solved - http://bit.ly/f0Q5ak

- Fixed problem of adding Masks folder - http://bit.ly/gnxTBs

- The intrface problem related to floating windows fixed - http://bit.ly/dKDaIx

- Fixed "Auto-scale" in UV room problem - http://bit.ly/gsMzSj

- "New" will reset primitives and merge tool - http://bit.ly/eI76YO

- Fixed automapping bug - http://bit.ly/g4hRTn

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  • Advanced Member

sure, its straight forward to reproduce. Pls excuse if it wasnt clear:

  • New Scene
  • make a cube from primitives
  • now switch to merge tool, select a random tool
  • press "on pen"
  • now hoover the mouse over all 3 sides of the cube.
  • voila: it will only work correctly on 2 sides of the cube

this still is reproducable with 3.5.12 :( Just make sure you have Symmetry = OFF. Could you please have a look? Its quite a showstopper, as i can use voxels only with symeetry turned on.

PS: But thanks for the update :)

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Thanks for for the update! I notice something that could be fixed possibly in the next Beta..

The Spike tool makes good use of Splines just as the curve tool and snake tool.. When I call up the spike tool, Spline options are not available. I cant find any place to call the spline tool bar onto the screen other than to switch to the curve tool and back to spike.

Also.. It would be nice if Splines were able to be included in the preset brushes.. Not sure if that could mess things up for other tools.. Maybe if the presets called the corresponding tool as well?..

Thanks,

IC

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  • Applink Developer

I get some strange shading when using the surface pinch and smooth tools. It goes away when switching back to voxels, but returns when using those tools in surface mode. I didn't get this in previous versions.

Reported the issue to Mantis system.

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I get some strange shading when using the surface pinch and smooth tools. It goes away when switching back to voxels, but returns when using those tools in surface mode. I didn't get this in previous versions.

Re-uploaded to 3.5.12B to solve the issue (both Win & Mac, Linux comes today I hope).

This was forgotten debugging thing....

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I think it has to do with transparency, it works with a transparency of 200, but when you turn the transparency down to 0 then nothing is painted, its as if the transparency is inverted, 100% transparent should mean its like glass or water, 200% transparent in theory doesn't exist, 0% transparent should have no transparency so it should be a solid colour.

T.

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I think it has to do with transparency, it works with a transparency of 200, but when you turn the transparency down to 0 then nothing is painted, its as if the transparency is inverted, 100% transparent should mean its like glass or water, 200% transparent in theory doesn't exist, 0% transparent should have no transparency so it should be a solid colour.

T.

Well that's a naming convention failure. This has been brought to attention a few times already, and I personnaly think it should be named like in photoshop: opacity, not transparency.

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I didn't managed to see UVs in retopo room. even I asked for unwrapping or for packing. In UV room only.

Then PPP baking failed as expected.

I should post it to mantis?

Obviously not.

Please Andrew, don't post such untested builds !

I'll keep an older build and this is my last time that I'm complaining as a mac user.

I trashed the last two builds.

OSX 10.5.8 - 10.6.5 on Nvidia GPU (2 nehalems xeon)

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I think it has to do with transparency, it works with a transparency of 200, but when you turn the transparency down to 0 then nothing is painted, its as if the transparency is inverted, 100% transparent should mean its like glass or water, 200% transparent in theory doesn't exist, 0% transparent should have no transparency so it should be a solid colour.

T.

Exactly. I always thought the term should be changed to "OPACITY" as it is in Photoshop. And in the Retopo Room, the tool "Move Vertices" should be more appropriately named "Move Element", or just "Move," as you have the ability to move more than just vertices. It can be very confusing to new user. I've mentioned this a few times as well.

Also, there are 2 separate Material Pallets in 3DC. This is utterly confusing to a new user. Andrew, please rename the Materials PALLET (where you use an image for texture projection), "STENCILS." That way it not only clears up the confusion, but users from other applications can quickly understand what it is and does.

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Well that's a naming convention failure. This has been brought to attention a few times already, and I personnaly think it should be named like in photoshop: opacity, not transparency.

Agreed. Opacity instead of transparency would be a lot better.

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I didn't managed to see UVs in retopo room. even I asked for unwrapping or for packing. In UV room only.

Then PPP baking failed as expected.

I should post it to mantis?

Obviously not.

Please Andrew, don't post such untested builds !

I'll keep an older build and this is my last time that I'm complaining as a mac user.

I trashed the last two builds.

OSX 10.5.8 - 10.6.5 on Nvidia GPU (2 nehalems xeon)

Thanks for reporting.

I will fix all this and upload again.

Of course I am trying to test all as I may, so your request about "tested builds" is something that is beyound my forces and warranties regarding betas, so makes me sad.

My only warranty is that if something serious (like this) will be reported, I will fix it asap.

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Hi, testing 3.5.12

System: Windows 7 64-bit / Intel Core i7 Extreme 980X / NVIDIA GeForce GTX 470 / 12GB

Nice:

- Material palette docking works OK now

Bugs after a few minutes of testing:

- Default material sphere show broken image

- Vertical RGB colored stripes across sphere image in material panel

- However, it's usable and working

- FOV still alters specular glossiness

- Tight telephoto FOV, glossy specular

- Wide-angle FOV, specular is much tighter

- I think this might happen in older betas too

- Close and re-open problem. Close a scene containing single voxel volume only, restart

- 1. can't change material

- 2. 3dcoat throws an error in few seconds "3dcoat has stopped working", but doesn't quit

- Work-around: Create new scene and new voxel volume, it's possible to change material, reopen scene

- In voxel mode, adjust 3dcoat window size

- "You are attempting to paint over invisible layer. Please enable visibility for this layer or activate another one" floating text on a box is visible when pressing and holding left mouse button down

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  • Applink Developer

Michalis, you have to understand that Andrew is only one person. He has not time to do everything by himself. And he needs our help

with testing and finding bugs. To someone this is bad thing but me personally I take this like a good opportunity to help Andrew.

You can report your issues to mantis system. That way those issues are not forgotten that sometimes happen here in forum.

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