Name | Description | HotKey |
---|
| In this approach you may export gloss + colored specular textures. Color textures will be darkened in areas where metalness is not zero and corresponding color will be compensated in colored specular channels | |
| In this approach you will be able to export gloss + metalness. Color texture will remain unbiased | |
| In this approach you will be able to export roughness + metalness. Color texture will remain unbiased |
| Load color/albedo map on the current layer without changing the layer opacity | |
| Import the color channels from a PSD file to all layers | |
| External AO | |
| External Curvature | |
| Load a Glossiness texture into the new layer | |
| Import Glossiness from PSD file | |
| Metalness Map | |
| Specular Color | |
| Load emissive texture. Texture will be loaded to the new layer and get emissive blending mode | |
| Import emissive intensity as monochrome channel. The formula Emissive=max(Red,Green,Blue)*Alpha. In so way you may import greyscale texture or white texture with alpha channel to highlight existing color | |
| Import a normal map. This map WILL NOT affect any geometry. The normal map will be loaded into the new layer and the 'Normal map' blending operation will be applied | |
| World space normal map will be auto-converted to tangent space normal map using current tangent space preset. It is recommended to use Unreal4 preset - it generates most safe normals | |
| Load a depth texture image into the current layer. You will be prompted to enter a multiplier - the amount of depth. If you are loading a previously saved texture, you can look this factor up in the ExportDispHistory.txt file | |
| Load vector displacement from RGB, in 16 or 32 bit tiff/exr format. This is the best method for compatibility between 3DC, Mudbox and Modo | |
| Import depth layers from EXR file. Every layer in scene will correspond to layer in EXR file | |
| Load depth, color and Glossiness to all layers of a given UV-set. File to import must be previously stored by File->Export->Import layers with depth, color, Glossiness. In this way you can load all model layers with different topology, yet having the same UV-set | |
| Flip ptex quads for better compatibility with Renderman | |
| Import color from PTEX file in PTEX format. Number of faces in PTEX file should correspond to the scene | |
| Import Glossiness from PTEX file in PTEX format. Number of faces in PTEX file should correspond to the scene | |
| Import displacement from PTEX file in PTEX format. Number of faces in PTEX file should correspond to the scene | |
| Import vector displacement from the PTEX file. Vector displacement is the difference between high-poly and smoothed meshes | |
| Import absolute positions of the high-poly mesh |
| Save color/albedo and opacity map to a new file | |
| Export the color channel from all layers to a PSD file | |
| Save only the Glossiness channel as a greyscale image | |
| Metalness Map | |
| Store glossiness or roughness in alpha channel of metalness texture (in dependence on approach) | |
| Export Specular Color. Glossiness itself will be stored in alpha channel | |
| Save a world-space normal map as a new file | |
| Save a tangent-space normal map for the low-poly mesh | |
| This option is especially important if you imported a model without smoothing. With this option you can export a normal map without artifacts at the edges because tangent space is based on layer 0; not vertex based as in other options. Possible workflow: open a mesh without smoothing, then import a normal map. Add details on another layer (not Layer0 or normal map layer), then export the new normal map using this command | |
| Save a tangent-space normal map for the mid-poly mesh (after subdivision) to a file | |
| Save the depth in the current layer to a texture image, edit it in the external graphics editor and load it again. This texture image can also be used as a displacement map | |
| Save the depth of visible layers to a texture image, edit it in the external graphics editor and load it again. This texture can also be used as a displacement map | |
| Export depth layers to an EXR file. Every layer in the scene will correspond to a layer in the EXR file | |
| Save vector displacement as RGB, in 16 or 32 bit tiff/exr format. This is the best method for compatibility between 3DC, Mudbox and Modo | |
| Use this command to transfer blending, color, depth, Glossiness information from one mesh to other with similar UV-set. This command will save 4 files - XML for blending, PSD for color, PSD for Glossiness, EXR for depth. Use File->Import layers with depth, color and Glossiness information to import the data to another model | |
| Export Glossiness to the PTEX file | |
| Specular Color for PTEX | |
| Emissive Degree to PTEX | |
| Export displacement to the PTEX file | |
| Export vector displacement to the PTEX file. Vector displacement, in this case, is the difference between high-poly and smoothed meshes | |
| Export absolute positions of high-poly mesh to the PTEX file |
| This option is important for models with overlapped UV clusters; for example with mirrored UV's. In this case you should load the model with the 'Keep Clusters' option. (See 'Open OBJ') UV-coordinates will be modified so that texture clusters will not overlap each other. If the 'Use original UV set' option is checked, then models and textures will be exported with the original UV set. Otherwise the new UV set is exported | |
| Save the Glossiness channel as an alpha channel in a normal map | |
| Save displacement to the alpha channel of the normal map | |
| Normal map will be stored as RGB image | |
| Store all textures - normal map and color/albedo as RGB images without alpha |
| Transform color brightness to the Glossiness channel | |
| Invert color of this layer | |
| Invert the Glossiness of this layer | |
| Set height to zero in all layers | |
| The layer will become fully transparent | |
| The Glossiness channel will be set to zero | |
| Smooth the entire current layer | |
| Sharpen the entire current layer | |
| Correct hue, saturation, and lightness for the entire currently selected layer | |
| Modify the CMYK channels | |
| Free transformation in color space. The final color is composed of three colors, and each new color will replace the red, green and blue channels | |
| Adjust the brightness and contrast in the current layer | |
| Modify the RGB values of the current layer | |
| Perform gamma correction for this layer |
| Import object that contains UV-set. The new UV-set will replace old one | |
| Export the object without textures. This command is best used with the 'Import UV-set' option. This combination allows you to export a UV-set, edit it with a graphics editor, then import it again | |
| Export "Second life" sculpt map | |
| Open a window to view or edit textures, and tweak UV-sets | |
| Open a list containing all the UV-sets associated with the current object | |
| Mesh & Texture Resolution | |
| This tool allows you to get projections of color, Glossiness, normal, and displacement maps on meshes with completely different topology. The mesh to project the texture on can have several surface materials, which will result in several exported textures | |
| This tool calculates the global illumination from many spot lights distributed over the sphere or hemisphere. The calculation can take a long time OCCLUSION_TOOL_WORK_HINT | |
| The curvature layer is required to use cavity/curvature as condition for materials or conditonal painting. The command will update cavity/curvature layer using current displacement and normal map. Pay attention that curvature consists of two components. First is local curfature that allows to detect small details, scratches. Second is long - range curvature that flows smoothly and allows to detect large details. Set intensity for both types of curvature. CAVITY_TOOL_WORK_HINT | |
| Offset can only be applied after "Import image plane" | |
| Light Baking Tool LIGHTBAKING_TOOL_WORK_HINT |