I was using a tablet and couldn't use the pan function properly with it so I partly used a touch pad as well... then the cursor freaked out and jumped all over the place, didn't stop until I somehow managed to close Sculptris. A little scary since this is a brand new laptop...!
Also does anyone know how to create stuff as detailed as in the screenshots I've seen in other threads, without creating too many triangles? I only made the basic shape of a face, and it went into 400 000 triangles, and now it's so slow it's unusable!
If it won't start, you might have some luck deleting config.txt and/or any other files in the app directory, except for sculptris.exe of course.
Not sure what you mean by double side faces... the underside of the plane will be invisible, yes. You can only see and edit the "outside" of the mesh, which leads to an invisible side for objects that aren't closed.
I'm not sure if this is a bug or not but will give you the infomation anyway. Sculpting is smooth and guick till I hit around 120,000 triangles on my computer. Then the sculpting really gets jerky. There is no gradual decline in smooth sculpting but it goes from smooth to jerky.
Side note: I would have liked to have taken the Centaur futher along but it was not looking to good because of jerky strokes The head was not my favorite part either but I was stuck with it.
Yeah, the lacking performance is actually due to a bug, but I want to try fixing the symmetry/export and perhaps other bugs before I release a new version. So far I've mainly been working on new features, but I should probably do bugfixing this week and see if I can get a fixed alpha out soon.
It should take care of the following bugs, so please tell me if you still experience any of them:
- Symmetry line rendered incorrectly (should be subtle thin white line) - Draw, inflate and grab tools producing ridge-like artifacts near symmetry line - Text rendered incorrectly, as solid rectangles - Wireframe displaced in relation to mesh
Beyond these, it should also be considerably faster when using a lot of triangles. I find that it's relatively smooth up to around 200k, and starts getting too choppy to work at about 500k.
With the new materials, details should be clearly visible regardless of viewing angle, as the material/light is fixed in relation to the viewer. This does not apply to the shaderless fallback mode, as it will still look the same as before. Sorry.
I've also added a few control options, like +/- to replace mousewheel functionality (zoom, size, strength) and Ctrl+Alt+mouse up/down to zoom. I may have labeled this incorrectly in the documentation, come to think of it...
EDIT: I should just put this in a new thread, since it's kind of a big announcement.
Last Edit: Feb 12, 2010 22:51:33 GMT 1 by DrPetter
Using alpha 2 from scratch, i have been able to get a crash when trying to remove the symetry line (with the "report to microsoft" thing). That had already happened to me in alpha 1 with other sculptures.
Trying to see what could be the problem, i noticed when looking along the line on my sculpture this :
Zooming on :
Using the remove detail tool :
Zooming on :
fixed the problem, i was then able to click on the symetry button to remove the symetry line.
Additionally, the sculpture before i removed details of that specific zone was unable to be exported in OBJ. After doing the remove detail process on that area, it was exportable again.
I hope it can help.
Just saw a bug that is new to Alpha 2 :
When you remove the symetry (by clicking on the symetry button), the commands when applied on the right side of the sculpture are inverted.
I mean if i use the Draw tool, in the left side of the sculpture, as expected a right click will dig , but on the right side a right click will elevate.
With the Grab tool, it is stranger, as if i grab to a direction on the right side, the grabbed part of the sculpture goes into the invert of the direction i gave it.
On the left side, it works normally.
This bug does not exist in Alpha1, i just checked to be sure.
sanc: Thanks for the detailed bug reports. I've fixed the inverted symmetry effect now. Also, I didn't know the mesh errors could be removed using detail reduction. That's interesting. I think I will make it export half the mesh to .OBJ so I can inspect these cases in Blender and see if I can figure out what's going on. The reason it crashes when you try to export is that it performs a symmetry toggle before exporting, so it can get a whole mesh.
sanc or anyone else: If you have models with export-killing glitches that were made in alpha 2, please upload them somewhere or email them to me (firstname.lastname@example.org). I want to inspect the issues in detail, but it's kind of hard to provoke the bug. It usually works fine for me
What I'm looking for are those errors along the symmetry line that sanc pointed out in his recent post above.
This is what the common bug could look like in alpha 1, zoomed way in:
...it shouldn't be as bad in alpha 2. Nor as pretty to look at.