Thanks for the insights, folks.

Personally, I´m terribly bored of the caveats of polygon modeling workflows
in the creation of reasonably accurate surfaces that are supposed to both
subdivide correctly and still be clean enough all-quads in their basemesh.

It takes forever to create holes, bevels or intricate intersections and corners.

Resorting to a Voxel based approach for the creation of complex intersecting 
shapes
using "tooling-objects" or even "auto-watertightened" partial scans stuck into 
each other
sounds like a holy grail.

Of course, you end up having to represent those voxels as polygons again and if
subdivideable basemeshes are desired, end up with the same holes you need to 
retopo
but at least there is already a shape to try to match...

I´m currently creating mechanical parts that only need to meet accuracies of 
0,25-2,5 Millimeters
and it still takes roughly 90% of my time to make them work when using 
catmull-clark subdivision
on the basemesh. Every intersection is a pain. Every corner needs careful 
support. That can´t be right.

It would at least be motivating to see the ideal (voxel) shape earlier, then 
try to capture
that shape with a subdivideable polygon cage instead of trying to both create 
the shape and
adhere to the needs of representing a surface using subdivideable polygon 
modeling.

I´m really looking forward to getting to use 3Dcoat and see what those voxels 
can do.

Even if only to clean up the 3d scan data of my girlfriend at first, she already
has very specific shape requests... (in the 0,01-0,1 Millimeter range, I dare 
guess :)

Cheers,

tim





On 11.07.2013 14:09, Paul Griswold wrote:
I've been using it since it was 3D-Brush & it's always been great with Soft.  
There is an addon that'll let you send objects directly from Softimage to 3DC and 
back.

The only negatives I can think of are - 3D Coat creates clusters for your 
surfaces, even if there's only 1 surface for the whole object.  So the object's 
surface is Scene Material
& then there's a poly cluster with the actual surface applied to it.  3DC 
doesn't handle objects using 3rd party materials like Arnold's Standard Shader.  So 
if you send an object
from Soft to 3DC that has a Standard material & then bring it back, you'll get 
back an object that just has a Phong attached with the textures wired in.  An 
important thing to note
there is - it keeps the material name unless you rename it in 3DC, so it will 
replace your original material.

3DCs interface & workflow are a bit clunky IMHO.  It doesn't work very well on 
dual monitors either.  None of the windows can be dragged outside of the main 3DC 
window.  The only
solution would be to build something similar to Softimage's dual monitor 
layout, where you've just stretched the window across 2 monitors.  
Unfortunately the last time I tried that
it screwed up the camera in 3DC because the camera was set up to always be 
centered in your window - stretching it across 2 monitors and placing the 
viewport on 1 monitor made 3DC
think you were pointing your camera to the right (or left).  I wish Andrew 
would hire a really good UI designer to build an entirely new front-end for 
3DC, but I'm sure the
die-hards would have a fit if that ever happened.

3DC has a great Photoshop connection (CTRL-P) that sends all your layers over to 
Photoshop & lets you use all it's tools for texture editing.

Voxels and retopology are stunningly good & easy to use.

Andrew is really responsive to bug reports & feature requests and he's always given 
me the impression he's there to serve his customers & make them happy.

-Paul


On Wed, Jul 10, 2013 at 11:51 PM, Raffaele Fragapane <[email protected] 
<mailto:[email protected]>> wrote:

    I can't speak for the interaction with Soft, but for retopo everywhere I 
look 3DC is getting hailed as really damn good.
    We used it on a project here to clean some of the biggest, most irregularly 
sampled, largest surface ever LIDARs.

    Talking LIDARs big enough that they would take minutes of surveying driving 
through natural reserves on a Jeep, with enough detail be able to tell what 
jacket the people who
    got picked up in it were wearing. The laser shadowing holes, since you 
can't exactly drive into protected areas, were frequent and big.

    If it can deal with that, it can deal with pretty much anything.


    On Fri, Jun 28, 2013 at 6:26 PM, Tim Leydecker <[email protected] 
<mailto:[email protected]>> wrote:

        Hi guys,


        anyone using 3dcoat with softimage here?

        How well do the voxel modeling tools work, would you
        consider it comfortable to use 3dcoat to clean up raw
        scan data (with holes) into solid volumes?

        Does 3dcoat play nicely with softimage in general?

        Anything you´d find important to point out?


        Cheers,


        tim




    --
    Our users will know fear and cower before our software! Ship it! Ship it 
and let them flee like the dogs they are!


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