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 Post subject: Re: Pixelogic acquire Sculptris
PostPosted: 28 Jul 2010, 20:09 
Petty Officer First Class
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Joined: 21 May 2009, 20:34
Posts: 50
froo wrote:
heh Double Click to run it, Crash.


A few people are reporting crashes on startup,its worth taking a look at the Sculptris support forum for possible solutions.
http://drpetter.proboards.com/index.cgi ... thread=900

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 Post subject: Re: Pixelogic acquire Sculptris
PostPosted: 28 Jul 2010, 20:23 
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Joined: 22 May 2009, 12:13
Posts: 1008
Ah yes thank you Jim. I was considering this possibility; I have an ATI card and have had issues with blender in the past. I will try copying the ATI GL driver from the blender folder into the Sculptris folder, to see if that helps.


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 Post subject: Re: Pixelogic acquire Sculptris
PostPosted: 28 Jul 2010, 21:53 
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Joined: 21 May 2009, 18:56
Posts: 895
JimB wrote:
froo wrote:
heh Double Click to run it, Crash.


A few people are reporting crashes on startup,its worth taking a look at the Sculptris support forum for possible solutions.
http://drpetter.proboards.com/index.cgi ... thread=900

I also get some bad crashes both when I try to import triangulated meshes from outside and if the poly count gets higher something like 200000 and when I then
switch to paint mode.
They got to still work on this but its not bad what it does it does well.... a good base to build upon !
Peter


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 Post subject: Re: Pixelogic acquire Sculptris
PostPosted: 29 Jul 2010, 07:06 
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Joined: 21 May 2009, 19:52
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Location: paris - France
A lot of 3d sculpting soft appears since a few years.
I think this kind of software would be really good if we could use it on a tactile screen with multi touch tools.

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 Post subject: Re: Pixelogic acquire Sculptris
PostPosted: 29 Jul 2010, 07:34 
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Joined: 21 May 2009, 19:52
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Do you know curvy 3d?
instead to use ball as the base of the sculptur, it use freehand curve and export .obj with quad. No need hight poly if you use SDS with TS.
You can test it here:
http://www.curvy3d.com/download.html

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 Post subject: Re: Pixelogic acquire Sculptris
PostPosted: 29 Jul 2010, 10:51 
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Joined: 22 May 2009, 01:23
Posts: 186
I remember reading that others have had issues importing models, hopefully this will get some love in the future. My pc is fairly weak and I have no issues with models of 1 million plus polys, but that's starting from the clay sphere, I haven't tried importing anything.


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 Post subject: Re: Pixelogic acquire Sculptris
PostPosted: 29 Jul 2010, 15:23 
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Issues to import millions of polys is the problem of TS. I tried to import low (and more) quad from Curvy to TS without problem. I use the standard .obj importer (luuv) on the model side. TS can import map and texture made with Curvy. Objects created by most of sculpting soft are too complex for TS and if you reduce the numbers of triangles, the result is not very good. That is why quad and sds is a good solution for TS. But Curvy seem to have not enought tools. Maybe the next version will be a good soft to work with TS.

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 Post subject: Re: Pixelogic acquire Sculptris
PostPosted: 29 Jul 2010, 16:38 
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Joined: 22 May 2009, 02:28
Posts: 69
I tried it and its fun to play around with but I quickly found out the poly count overloads TS and its hard to manipulate the object is TS. I exported it (3ds) to try and render in Kerkythea but there seems to be a problem in the 3ds export, It rendered ok in TS, but only half in kerkythea.


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scupltus-kerk-01.jpg
scupltus-kerk-01.jpg [ 149.36 KiB | Not viewed yet ]
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 Post subject: Re: Pixelogic acquire Sculptris
PostPosted: 29 Jul 2010, 17:21 
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Joined: 22 May 2009, 02:28
Posts: 69
fahembree wrote:
I tried it and its fun to play around with but I quickly found out the poly count overloads TS and its hard to manipulate the object is TS. I exported it (3ds) to try and render in Kerkythea but there seems to be a problem in the 3ds export, It rendered ok in TS, but only half in kerkythea.
There is a reduce selction and also a subdivide command/icons in sculptris so you can reduce the poly count befoe exporting to an obj file.

I reduced the poly count in Sculptris before saving the object with about 10 clicks of mouse and exported and opened in TS and it lost very little shape and it was then easy to manulipate in TS, I also tried the export to 3ds and again rendered it in Kerkythea and it rendered fine. Must have been a memory limit problem the first time. Below is a render in Kerk.


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sculpt-02-kerk.jpg
sculpt-02-kerk.jpg [ 75.21 KiB | Viewed 1 time ]
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