My integrated video card does not have a good opengl driver, if this matters...
the shader massage looks like this is the problem. what kind of graphic chip is integrated? i would try to download a new driver if your graphic chip has glsl support.
It is a Sis Mirage 3 =( I´m looking for new drivers right now.
If you activate either Grab or Rotate or Scale tool, the Global checkbox is below the Size and strength sliders.
Thanks, they are unchecked. I also noticed the Rotate tool does something when I check Global, it rotates the entire model, what i think is the desired behavior. But without this checked, it does nothing at all.
I'm with most here, this is a great product you have Thank you! I'm on my second model now and love how easy it is to use, I also use mudbox and can do without the complexity much of the time so great work once again.
I have been adding mass to my models by either painting really large and/or grabbing and pulling. I began to see some anomolies in the mesh right along the symetrical seem. was looking a bit rough so i attmpted to smooth it out and it started getting worse. so I tried right click painting to remove geometry and a strange rats nest of tangle geometry began to emerge and then this error "Splitlist overflow".
No crash, I can OK past the error and continue working on other areas of the model but anytime I touch that area the error pops up again.
Wondering if it is not really the program and just some bad thing I did while modeling that I should try to avoid in the future?
Not sure how to inert the image here so I am just attaching it.
The "splitlist overflow" message comes from sculptris. Near the symmetry plane, calculation of the mesh is very hard. This message pops up if the job is tooooo hard. Maybe for there are to many tris to divide...
Solutions to avoid: Reduce your detail slider, Reduce the meshes density by using "reduce visible" ,
Note: sometimes that message may pop up several times. No problem, be patient and close them all. One by one - may be more....
MagWeb - Wow, Thanks for the quick reply. I'm going to try your suggestiong to repair this. It's a good thing I'm in the habot of saving various versions. i do have a slightly earlier version where I won't lose too much.
UPDATE - Well, I went way back to a very early version, the issue started early on. i was able to eliminate the area of problems by smoothing, flattening, reducing, rinse and repeat. i think it would have saved me time to just start the model over but after going through the documentation several times and playing more, i got the hang of this tool a lot better. I know what caused it, i also know I need to pay attention to my level of detail slider AND switch to wireframe every once in a while.
it's too easy to get a super high p[oly-count real fast without the need to.
thnaks again for your help. I'll start posting things once I get a better hang of this program.
Last Edit: May 25, 2010 1:48:03 GMT 1 by ljriverasr
Post by lostinspaceman on May 25, 2010 7:56:07 GMT 1
Well, Newbie here. Just tried running your software under Windows 7 64bit and it crashes at startup blabbing about video drivers. Mine are quite up to date, just two days ago in fact. It also doesn't create the config.txt file that was mentioned in the Vista thread about startup crashes so there's no config.txt to edit to turn off the shaders.
there is a config.txt attached in this post, copy it to your sculptris folder and try it again. you can also try to set "mt_maxthreads" to "1".
some qoustions: - are you running a intel i7 processor? - which graphiccard have you? - are you using drivers from the graphic chip vendors homepage (nvidia, ati, ..) or the ones from windows update? (many users had problems with the drivers shiped with windows/ windows update)
Under wine (ubuntu 64 bit) I have this strange bug with version 1.1: If I first sculpt or grab a part of the sphere moving it on the sides, then I cannot sculpt on that part of the sphere... maybe the image will be more clear about this.
I've discovered a bug that might be the fault of blender, if anyone can confirm that would be good. When using a 4096x4096 bumpmap, when imported into blender, there are discontinuities at the edges of UV patches. Here is an image that shows the effect img28.imageshack.us/img28/1658/sadmanseams.jpg
It makes the object look like it has "cracks" running over the surface. It's not because of geometry.
Again, not sure if this is sculptris or blender. It didn't happen with a 2048 map. Also not sure if it has anything to do with blender's handling of the TIFF.
Not a bug but cant fint anywhere else to post this. I was having an issue with my Wacom tablet on my Dell netbook being very unresponsive, decided to try something I had read sometime, so I disabled Wacom virtual hid driver in control panel and restarted my PC. Everything works A OK now
@ edwartart: that is a nice hint, thank you for posting. But this thread is going to burst and we are desperately try ing to track bug reports, answering problems.... Please post this as a thread: Maybe "Tips and tricks to configure your tablet" - thanks @ kemmler: 4096 res is a high res... but it should work seeing the sculptris side... could you check this out, maybe asking in a Blender forum or checking that mapping in other 3Dapps as well? - thanks env: I´m running Scultris on MAC via wine and native on Windows. Tarabaz did his best to check out wine issues. I also noticed some differences comparing my installations. Could you post this under drpetter.proboards.com/index.cgi?board=sculptris&action=display&thread=198 maybe othe wine users could gather there and explore those things? - thanks. @ skorpio: I´m not able to reproduce something similar on my machine. Could you describe aprecise as possible workflow to catch this?