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3D-Coat 3.7 updates thread


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#681 SERGYI

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Posted 26 February 2012 - 08:34 PM

The Candy-floss Kid, cl-apps, michalis, Tser
Packages 3D-Coat-V3-7-05B for Mac OS X and Linux have been updated. Bugs with AUTOPO and Proxy Mode should be fixed.

#682 michalis

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Posted 26 February 2012 - 09:37 PM

Thank you SERGYI, this was fast!
However:
Vertex painting turns to have a yellow-ochre tint. ??? (I can understand why but something has to be done)
Auto retopo / auto UVs / PPP (asked directly under vox layers panel has wrong UVs and this weird artifact. (where did it came from?)
Autopo, manual UVs works OK. (except the ochre tint)

See attached screen grabs. Default cube merged as vox ~1M

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#683 moska

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Posted 26 February 2012 - 09:45 PM

hi Sergy
i just upgrade one of my macs to lion and notice that 3dcoat cant import a model for PixelPainting!
thats with v 3.7
could you tell me if Lion is already supported?
thanks

#684 moska

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Posted 27 February 2012 - 01:41 AM

comon!
i can import PP in snow-leo in 3.7.04C

#685 michalis

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Posted 27 February 2012 - 02:30 AM

My mistake moska.
Yes, I can use PPP on OSX 10.6.8
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#686 The Candy-floss Kid

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Posted 27 February 2012 - 05:33 AM

The Candy-floss Kid, cl-apps, michalis, Tser
Packages 3D-Coat-V3-7-05B for Mac OS X and Linux have been updated. Bugs with AUTOPO and Proxy Mode should be fixed.


Yes, many thanks Sergyi .

To confirm, issues reported , resolved.

#687 The Candy-floss Kid

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Posted 27 February 2012 - 08:31 AM

However:
Vertex painting turns to have a yellow-ochre tint. ??? (I can understand why but something has to be done)
Auto retopo / auto UVs / PPP (asked directly under vox layers panel has wrong UVs and this weird artifact. (where did it came from?)
Autopo, manual UVs works OK. (except the ochre tint)


Hi Michalis , I can't seem to repeat this i.e to see the yellow tint discuss. All whites are coming out white with me.
I can see some odditties in the baked occlusion map however. Does selecting"To Global Space" before you start vertex painting make any difference? Is it a constant or occasional outcome?

What is the process/ method to bake vertex paint to an imported mesh or to an autoretopo without first using the automatic transfer method via autop with mv paint or for per pixel?
I've had no luck other than running the autopo method to transfer vertex paint and assume I must be doing something wrong?

Later: Ah, I see that I can transfer the vertex paint to a low poly mesh export from the vertex painted voxel if I import it into the retopo room and merge with NM but not per pixel.

#688 michalis

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Posted 27 February 2012 - 12:05 PM

@The Candy-floss Kid

Auto UVs is broken! Try a simple cube (voxels 1M) and see.
The yellow tint is a minor issue, I can imagine what's the reason.
MACOSX,
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http://www.3d-coat.com/mantis

#689 Andrew Shpagin

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Posted 27 February 2012 - 01:13 PM

Updated to 3.7.06 (Win)

Changes:

- 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.

#690 space

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Posted 27 February 2012 - 01:30 PM

First impression: wow, it just feels fast without those UI lags. Startup, switching rooms. That's cool :)
And I like the organized RMB menu.

#691 JimB

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Posted 27 February 2012 - 01:59 PM

Never mind mistake.
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#692 TLE

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Posted 27 February 2012 - 06:25 PM

crashed on me if i switch to voxel and click on a tool.

#693 The Candy-floss Kid

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Posted 27 February 2012 - 07:42 PM

Michalis:

@The Candy-floss Kid

Auto UVs is broken! Try a simple cube (voxels 1M) and see.
The yellow tint is a minor issue, I can imagine what's the reason.


Ah ok, yes I see what you mean Michalis the seam placement on the cubic form does not relate it seems to the automated uv unwrap itself - there are errors present. Doing a new unwrap , updating and applying the uv-set seems to sort it out but requires that vertex paint must be recaptured.

#694 cl-apps

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Posted 27 February 2012 - 10:31 PM

Just using the updated Mac beta and really enjoying voxel painting and using Per Pixel AUTOPO mode to export the model for rendering, however, has anyone tried voxel painting then doing a PTEX AUTOPO and then exporting the model.

I've tried importing the exported model into modo and all I get is a scrunched up ball of polygons. Never had this issue before. Is there a setting I should be using or is there a little bug?

#695 cl-apps

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Posted 27 February 2012 - 11:35 PM

Just using the updated Mac beta and really enjoying voxel painting and using Per Pixel AUTOPO mode to export the model for rendering, however, has anyone tried voxel painting then doing a PTEX AUTOPO and then exporting the model.

I've tried importing the exported model into modo and all I get is a scrunched up ball of polygons. Never had this issue before. Is there a setting I should be using or is there a little bug?


Figured this one out myself, I'd made Layer 0 invisible. Just turned it back on again, then exported and everything is well once again! Looking forward to those .06 features appearing in the mac build :)

#696 BurrMan

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Posted 28 February 2012 - 04:53 AM

I seem to have lost my "models" tab where the brushes and masks tabs are located... Is there a simple way to find it and restore it??

#697 Javis

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Posted 28 February 2012 - 05:50 AM

I seem to have lost my "models" tab where the brushes and masks tabs are located... Is there a simple way to find it and restore it??


It's the only tab that functions differently than the others. You need to activate the Merge tool in the voxel room to bring up the Models panel, if it was previously closed. That should get it back for you.

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#698 Andrew Shpagin

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Posted 28 February 2012 - 12:13 PM

Win builds updated to 3.7.06A to fix crash mentioned above.
I am seek yesterday and today, some sort of flu, can't work a lot...

#699 Taros

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Posted 28 February 2012 - 02:37 PM

URGENT: Please stop creating permament polygons in retopo room in symmetry mode!
See issue: http://3d-coat.com/m...view.php?id=472

Thank you.

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#700 ldzywsj

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Posted 28 February 2012 - 04:48 PM

where goes farsthary? Is he still a developer of 3d-coat? How the liveclay goes?




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