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ray

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  1. same issue I meet often, maybe a solution could be if 3D Coat could detect, when switching back from voxels to surface, which areas of voxels were not changed and use the original surface for these areas Slow quality loss from switching is always an issue, also in the other direction, when working in surface mode for a while, and then going back to voxels. Only when using Surface tools in voxel mode everything is fine, these functions keep the original voxels.
  2. Those details! Damn nice! Putting a person in the reflection is a good idea.
  3. Haha same thing happened to me, well the variation with a custom script. That's a nice solution too, thanks!
  4. I noticed that some of the shaders (I think the matcap shaders) have a freeze display that is transparent. But I have to confess I have no idea where to find the density shader. Could you point me its way?
  5. Hi I found a little hack that I wanted to share. It makes the freeze color transparent so you can see more of the shading through. Ok hack goes like this (proceed on your own risk ) ... Open the file Program Files\3D-Coat-V4.7.26\Shaders\Templates\ggx_layers.glsl in a text editor like Notepad++, add the following line directly after the "Checker = ..." line near the top of the file: dd=dd*0.45; As a positive side effect, it also changes the transparency of the pose tool rainbow overlay. This is for OpenGL mode, for DirectX mode it works the same, just edit the file ggx_layers.hlsl instead of ggx_layers.glsl. Good luck. Please post here if you find it breaks something! -ray
  6. I wanted to add this to mantis bug tracker first, as a feature wish, but was interested if there's something wrong with this idea first.
  7. I think it be awesome if the displacement/depth channel could be shown using dynamic hardware tesselation in the paint room. It would work the same as the "show displaced mesh" feature, but it would be finer, to a degree that could be set by the user. But not very sure if it fits with all 3D coat workflows yet.
  8. Yes exactly, the problem with normal maps in 3D Coat is that they can't be layered in the way that's shown in your video. I mean fully replacing parts of the normal map of a layer below. The layer below always shines through, I think it would be nice if another layer's transparency could be used to erase bits before the blending happens . I put it in the bug tracker : http://3dcoat.com/mantis/view.php?id=2152
  9. Hi A little feature whish I have is to have clip masks for normal maps layers. It would work like that: A clipped normal map would just blend to the value RGB = 0.5 0.5 1 It would make normal and depth blending with the follwing layers easier. Thanks for considering -ray
  10. I've been investigating about linear workflow and whether 3d coat supports different color spaces settings inside the viewport (it seems it doesn't) Now in the latest beta version (18.01.2016) a setting was added that applies gamma automatically to textures when exporting! That made me wonder, maybe this is the solution already and the whole viewport color space settings aren't actually needed.... In other words, I ask myself whether there's a difference beween * painting in the standard (probably sRGB) viewport - pretending it's the colors as rendered - and then linearizing when exporting (like is possible now) and * Having a gamma corrected viewport, gamma corrected color pickers, drawing linear textures directly. Maybe this isn't necessary - the difference is just about imported textures - could it be true?
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