Andrew Shpagin

V4.5 BETA (experimental)

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Octane render plugin help to get PBR support inside Carrara.

 

Luxus for Carrara let to get photo realistic render, but i duno if Luxrender had PBR support.

 

 

* Marmoset Toolbag is less expensive

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Thanks Carlosen, Octane is too expensive, I have Luxus  but not really used it because it doesnt render Carrara hair.( which I use more or less for everything!) I think Marmoset does not render hair unless its an obj. ( Carrara hair is its own unique system) I have my own little workflow that I dont want to change too much, especially if I am forking out cash for every little change.....But If it wont export for me, Im up S**t creek without a paddle anyway!

I think my file was massive anyway, I had to split the scene just so my memory did not run out.

 

I think I will give 4.5 another go and maybe just try and export the scene in small chunks. And if I can export the individual layers of paint I may be able to do some mask/mixer shannanigans!

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Hey Guys!

 

I've been playing with this new build since it was released (it's awesome). I was just wondering...Are there any linear workflow settings for the viewport? I know that we can adjust the gamma on the textures, but I wanted to create a 1:1 comparison with the render engine that I'm using. 

 

Thanks in advance!

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Hi!

 

Unfortunately not at the moment, but I'm hoping it's in the next build. It's the next logical step to be implemented now that we have PBR shading. It's a necessary component for accurate textures.

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I've never understood the point of having modulate as the default in the paint room.  100% of the time I'm changing this to something else.

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Hi!

 

Unfortunately not at the moment, but I'm hoping it's in the next build. It's the next logical step to be implemented now that we have PBR shading. It's a necessary component for accurate textures.

Thanks for the response Javis! This new build is quite awesome either way. Also, great job on the PBR video, and hope you make more :)

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hello,

 

Since 3D Coat will now incorporate PBR is there any benefit to buying/keeping Marmoset Toolbag? In one of Andrew's tweets he noted that 3d coat pbr will be fully compatible with Marmoset so I'm just curious if there is a benefit to having both. 

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hello,

 

Since 3D Coat will now incorporate PBR is there any benefit to buying/keeping Marmoset Toolbag? In one of Andrew's tweets he noted that 3d coat pbr will be fully compatible with Marmoset so I'm just curious if there is a benefit to having both. 

Marmoset is a renderer and has much more features to display nicely your work made in 3DC than 3Dc itself (ex:skin shader,post-processes ect...)

So there is great benefit to having both.

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Marmoset is a renderer and has much more features to display nicely your work made in 3DC than 3Dc itself (ex:skin shader,post-processes ect...)

So there is great benefit to having both.

That makes sense. Thanks for the response

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I'm probably stupid but I gotta ask: how do you get the pbr rendering without the pbr material preview window ?

Can't get it to work without it and it's kinda defeating the whole purpose.

 

PbrWhat_jnmg.jpg

 

I've got another issue: no cubemaps as reflections. I mean mirror and golden and that kind of material is just plain color... no cubemaping showing.

 

Yellow part is supposed to be gold (highly reflective)NoGold_5pda.jpg

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you need to assign the pbr voxel shader(I assume you are in sf/voxel mode)

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OK. So that was stupid. Thanks Artman.

 

Number one is closed.

Still getting number two though :)

 

Ok I think this is a bug, can't get it to work with nested layers, but it works if I put the pbr material on a layer just below cavityMask. Can someone confirm or my scene is broken ?

Now that I can truely see pbr in 3dcoat I'm getting all giddy though :)

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OK. So that was stupid. Thanks Artman.

 

Number one is closed.

Still getting number two though :)

 

Ok I think this is a bug, can't get it to work with nested layers, but it works if I put the pbr material on a layer just below cavityMask. Can someone confirm or my scene is broken ?

Now that I can truely see pbr in 3dcoat I'm getting all giddy though :)

by nested you mean in folder?

metalness is currently not compatible with layer folders....

Btw its much more fun and safer in ppp than in vextex mode....especially because a lot of the coolest presets have depth channel enabled.

Also you can import any mask you want by "replacing" the AO or Cavity map...3DC does not care if its not really an Ao or cavity map its gonna let you use whatever file you feed it..

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Ok good to know. I thought my scene was utterly broken. 

 

Well even sculpting with a nice pbr gray mat feels very nice :)

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just tried baking pbr from vertex to ppp...wow,it works very well :) ,I really though baking was not ready yet.

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first test
thanks
giorgio

10828071_10203733006831711_1664551719643

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Bug or maybe a missmatch in naming.

 

Paint Room -> Textures -> Import -> Roughness

 

The rougness map that i import wont gets used as rougness map, it is used as glossy map.

Maybe it would be better to call the import option glossy or a second import option with roghness that invert the rougness automaticly to a glossymap.

 

Or am i wrong with that?

 

 

 

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I meant the file format (.hdr), not HDR as in High Dynamic Range. Probably I shouldn't use the caps.

For now if I want to load it into 3D-Coat, I need to manually convert it to .exr first.

Most of HDR environment maps on the Internet usually come as .hdr files, and majority of software supports this format. Hence my question.

It's not a big deal, just something that would be nice to have.

 

The Radiance format (.hdr) is actually just a standard 24-bit image, with an additional 8 bits worth of brightness data per pixel. So you have the standard RGB between 0 and 255, and then an additional channel going between 0 and 255. All the RGB channels are then multiplied by the forth channel, so each pixel is somewhere between 0 and 65,025. This means that the brightest pixel in an image will be no more than 65,025 times brighter than the darkest non-black pixel. However, the big problem with Radiance is that a single pixel has the same amount of color fidelity as in a regular 24-bit image (like a JPEG or PNG). If you have a pixel where the red component is 65,025 (255 times 255), the green and blue components can be either zero or 255 (or higher), nothing inbetween. With OpenEXR, this is not the case.

Also, a 32-bit floating point image has four billion brightness levels. With all three color channels, that makes for a grand total of almost 80,000,000,000,000,000,000,000,000,000 different colors. (That's an eight followed by 28 zeroes.)

SOURCE

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4.5.BETA2

- Option "Lock transparency" in "Layers blending" option works correctly for metalness and all tools.

- RMB over material allows to re-fill with the material all non-transparent area. It allows to change easily the material used for layer.

- bugs related to material folders fixed.

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Where can we find 4.5.BETA2?

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A few bugs I ran into:
 

-Clicking on 'More' in the Stencil/Material 'Preview Options' bar only works (reveals the extra options) when the stencil visibility is set to 'Hidden', not Auto or Shown.

-The 'Tiling' option in the Preview Options doesn't work. Stencils always tile.

 

Sometimes PBR materials don't work properly anymore (Paints 100% gloss all the time, no textures at all). A restarts fixes this, but it might be something I'm doing wrong. Wouldn't know what, though!

 

Strips seems entirely broken!

here's an image that shows the result of using them. It's the same for all of the default ones I tried: https://dl.dropboxusercontent.com/u/17715/3DC_strips.png

The triangles follow the pattern of the underlying polygons. It's a regular, unwrapped mesh and everything else works correctly

 

I can't get normalmaps baked in Substance Designer (using the default Tangent-space. 'Unity') to look good in 3DCoat.

Edited by Mighty Pea

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Is there or will there be options for different types of preview icons such as perhaps a cube, or just old-style flat square? 

 

I like the old square/flat one the best for my purposes. With dozens of materials to choose from in each folder, I find the new preview ball makes it difficult for me to find the one I'm looking for. When they are set to 'modulate' for color (the way I like to use them), they all end up looking like similar multi-colored balls. The only way I can see what I'm selecting is to audition them one at a time...a difficult process with hundreds of materials in various folders. See screenshot...

 

post-38053-0-10844900-1419501555_thumb.j

 

 

 

Edited by rengsto
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1. i would like to store and easily access such of preset of colors for easy access, i don't especially need to store the gloos and the metallic values, but just the colors and named them, but i really don't want to use the pbr library.

So i think it would be nice to have a color swatch panel like in photoshop and store all the important colour tone that fits the Pbr chart made by sebastien Lagarde or whatever you want. n the state I can create an image and pickup the color from there, but honeslty that 's not really confortable to pickup the value from an image.
it could look like that with fast tooltip when the cursor hover the items :
http://puu.sh/dIYUh/6f1eaf9a11.png


2. why metallic and glossiness values are in percentage ?
it should be a value between 0 and 1 so we don't have to think the convertion that could make a lot of people confused about the exact value to use in percentage.
 

 3. Agree with Rengto , without a good naming it will become harder to remember what does the pbr material presets withou to test them one after one.

Edited by fuzzzzzz

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