archives

Sometimes there is a confusion comparing a Shader Nodes system with a Material Nodes (and Textures) system. To work with Texturing Node system on 3DCoat follow this steps: – Create a Paint Layer, add or create a Material (double click over the material icon) Here is a set of materials based on the nodes that […]

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Question: I have received from a client a very heavy photogrammetry generated OBJ along with 3 separate 8K texture maps, all on separate UV tiles.I would like to combine all 3 uv tiles on one single tile, and combine all 3 texture maps one one single 8K map. Answer: * This steps only works on […]

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Question: I want to create geometry only with displacement to be manufactured with a CNC machine based on a low poly object imported on Paint Room. Answer: Once you create apply get a Smart Material to be applied to the mesh on Paint Room > PPP Use this command to convert the normal map to […]

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In 3D baking, the option to “normalize TB” (Tangent Basis) refers to a process where the tangent and bitangent (or binormal) vectors, which form the local coordinate system (tangent space) of a 3D model, are re-normalized so they are unit length (a length of 1.0) and exactly perpendicular to each other and the surface normal […]

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3DCoat version 2024.22 and above add a new option “Edit->Prefs->Tools->Don’t group vertices per objects in OBJ files (like ZB)” for better compatibility when you need to keep the vertex order in OBJ files.Anyway, 3DCoat preserved vertices order, but in some case it is not enough, and vertices should not be grouped.In this case you need his option. For texture painting To export […]

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How can i export only curvature and occlusion maps? On Paint Room open the export Panel at File > Export > Objects & Textures Create a new Export Constructor preset selecting only ExportAO and Export Curvature Map. When i click on the Export Panel add texture and then i click RGB i cannot find any […]

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Normal maps are a crucial technique in 3D graphics that add significant detail and realism to surfaces. They do this by storing information about the direction of surface normals, which affects how light interacts with the surface. RGB Channels Shaders can use different techniques to render tangent-space normal maps, but the normal map directions are […]

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3DCoat offers a variety of painting methods to suit different needs and preferences. Here are some of the most common ones:   In addition to these methods, 3DCoat also offers a number of other features that can be used to enhance your painting workflow, such as: Overall, 3DCoat offers a powerful and flexible set of […]

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Requirements for the model to be used in the Splines palette. The model to be used seamlessly over the spline should consist of 3 objects, named as Top, Bottom, and Middle. The Middle object is the one that will be constantly tiled along the curve. It has vertices approximately in the range [0..1] along Y-axis. […]

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Microvertex When you need to provide your model with high levels of “actual” displacement by means of sculpting or “painting” this displacement, one option to use is the “Microvertex” mode. In Micro-Vertex mode (on Paint Room), you can go to the FILE Menu > EXPORT > High Poly Mesh. That will bake the displacement down […]

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