![]() ![]() ![]() And the channel opacity sliders are so slow, they are almost unusable.unless you are working on a game model with 2k or smaller maps. While performance is remarkably in good in most situations, it has too noticeable dropoff in others (very large brush radius' + very large maps). This improved my tools by 100% and was able to finish model with zero lag.Īt the end of the day, it still boils down to how many pixels 3D Coat has to apply with each stroke.so theoretically, scaling your model up = scaling your brush radius down, no? I've asked Andrew repeatedly if he could maybe update OpenGL to 4.x+ and/or DX to 12 (I believe Nvidia said DX12 would work going back to the GTX 4xx Fermi cards).in hopes that it would boost overall performance and enable 3D Coat to shine when working on very large textures. The only thing i did was translate the model and scale it larger in order to have 2X or less on the model. ![]() This might help, not sure if its a fix, but i noticed that when i try to creat topolygy, if the model being used was more that 3X then my tools would lag realy bad. I forgot to mansion on every test that i made, document size was 2048x2048 Edited Septemby Geexile And since many complex SLA and FDM 3D printing objects use supports to avoid the collapse of overhang parts, it is necessary to remove the support material in the first place. Anyway if its not a bug, and its normal ,then i`m sorry for spaming How to Smooth 3D Prints Smoothing 3D prints is an important step if you wish to achieve a polished surface. So decide to share it, it may help the developers. So i don`t know why is that but i`m with Radeon R9 280x,and that card is ferly new, so if that card is behaving like integrated card from before 5 years on 1 face it makes me belive that this may be a bug. It seams its working okay when UV shells are small and borken, and not work well when they are big coming from low poly model and when there is a big faces taking a lot of UV space. if you crate one plane which is one face ,and your UV that way is one big square taking from 0 to 1 ,and importat that in 3D Coat its lagging like hell when i try to paint on that object, i can rotate the cameras without any problem but as soon as i start paint and its going bad. If you create one simple Cube, and automapped it (which makes 6 quad-shaped UV`s taking the entire space of the map) or even. Now see the Robot uv`s, there are broken in to many small picese, many small shells.And it seams 3D Coat is working great with small shells of UV`s. I don`t know exactly the technicle aspects behind it, but its because the UV`s. And i couldnt put my finger on that, why i can paint perfectly fine on this robot, and why is lagging a lot on my models. If you start 3D Coat and you load the robot example from it, everything works just fine with this robot. And i have problem not only with Smart Materials,but painting in general. But i did find out why 3D Coat is lagging ,and i think it may help someone.I`m using this sofware in my pipeline quite often. After so long time, sorry i`m reviving this threed again. ![]()
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