when i add a new sphere and try to scale it at the bottom, it end's in some freaky deformation. i belive that the standard sphere after starting sculptris is different from the sphere after add a new one.
i am a linux user so i am not sure that this ist a sculptris bug (or some kind of wine problem). but if, i can understand why you had a problem to find it.
i have made a screencast that show what i mean, it is defenitly reproducable:
It does the same for me on window XP. A workaround is just after the problem appears, press CTRL and W or CTRL + Z (depending on your keyboard) to call the undo function, it will be "fix" the sphere. Just after doing that you will then be able to work with the sphere and the problem will not occur again.
tarabaz: Yeah, actually I discovered that bug myself just yesterday. I think I know what's causing it and it shouldn't be hard to fix. It has been there all the time since the first alpha version, so it's really weird that we would encounter it almost at the same time
of cause, really weird i'm happy to hear that it shouldn't be hard to fix. did you plan to update the alpha download after fixing it, mabe called as alpha3? it could be usefull to find out if any deformation problem was a result of the same bug.
sanc: Thanks for the files. I've been looking at them in Blender (exported half the mesh without removing symmetry), and I think I know why it crashes. Basically there are too many faces attached to a single vertex - it's fine in symmetry mode, but when you disable symmetry, the mirror copies of all those faces need to be attached as well, causing an overflow. I was initially going to support arbitrarily many faces per vertex, but it turned out to be rather complex and I didn't think it would be needed. I will see if I can come up with an appropriate way of fixing this. The actual problem is caused by something else though, since there are obviously a lot of faces in a very small area, and that shouldn't normally happen. I can look at the polygon pattern now and will hopefully figure it out soon enough.
tarabaz: I think I've fixed this bug now. I will make a new release when I have taken care of the crash problem as well.
switching between symmetrical and non-symmetrical seems more stable. Obj export seems more reliable. The mesh seems less likely to get messed up by the Pinch tool now. Everything is great - the 10 materials for viewing while sculpting are cool. :thumbsup:
only weird bug: Vista Home Jokium 64bit... if I dbl-click the sculptris.exe from Windows Explorer - it opens fine.
if I drag the sculptris.exe as a shortcut into the start menu and start it from there - no GUI. All buttons are blank, all words are gone.
it's weird, and was there as a bug in Alpha 1.
hope you can fix that... anyway - no big deal... and fantastic development so far! :applause:
I am having problems importing and exporting OBJs. I export a simple cube from both Wings3D and Blender, and get missing faces.
I have tried exporting the standard sphere from Sculptris in to Wings3D and Blender. Blender imports fine, with +1 in all axis, but in Wings3D is imports at a massive scale. Beyond the floor grid. This could be a Wings3D bug with their importer.
cgtiger: Yeah, a "simple" cube is too simple, and it usually has quads. Sculptris needs a smooth organic object to work well, and it has to be all triangles. Usually you can choose to triangulate a mesh before exporting from other applications. If you need a cube then you should subdivide it a lot, until it has at least a thousand faces. The sharp corners are what would cause problems. Actually I think Sculptris will subdivide it automatically if it has less than 2000 triangles. You could try it.
The models exported from Sculptris are probably kind of large by default. I think the initial sphere has a radius of 100 units. That was just a random number I chose when I first started working. Coordinate scale is pretty arbitrary anyway, and Sculptris actually normalizes/scales any object you import so that it'll fit comfortably in view.