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Expand All Collapse All
  • Introduction to 3DCoat
  • Getting started
    • System requirements
    • Activating 3DCoat
    • Startup error
      • Startup error Mac
    • Upgrading permanent license
    • Linux Setup
      • Linux initial setup per-user installation
      • Linux initial setup for system
      • Tablet setup
      • To GTK3 from GTK2
    • Folders Structure
      • Custom documents folder
    • Different Forms of “Resolution”
    • Import and Export
    • Applinks in 3DCoat
      • Blender 4.1 applink
        • Blender with the Applink in Linux
      • Blender 4.2/3 applink
      • Max Applink
      • Houdini applink
      • Lightwave uplink
  • Navigation
    • Opening Dialog (Quick Start Menu)
    • Navigation Panel
    • Camera and Navigation
      • Customize Navigation as Blender
    • Viewport Navigation Gizmo
    • Left tool panel
    •  Activity Bar
    • Navigation using 3DConnexion devices
      • How to compile Spacenavd on non Ubuntu distro
    • Stylus doesn’t work in sculpting
    • Hotkeys
  • Interface
    • File
    • Edit
      • Calculate Curvature
      • Calculate Occlusion
      • Light Baking Tool
      • Preferences
    • View
    • Symmetry
    • Textures
    • Calculate
    • Layers
    • Freeze
    • Hide
    • Bake
    • Curves
      • Curves editor
      • Fill with mesh layer
      • Scale of imported curves
    • Windows
      • Tabbed and Popup Panels
      • Controls
    • Scripts
    • Addons
    • Capture
    • Help
    • Room Customization
    • Modify or Create new Room
  • Brush Components
    • Brushes general use
      • Create alpha brushes and decals
      • Making alpha from current sculpt
      • Create a Brush from a 3D Object
      • Create brushes based on Curves
      • Load photoshop .abr brushes
    • Strokes
      • Curves Popup Menu
    • Brush Options panel
    • Brush Top Bar
    • Conditions Limiter
    • Strips Panel
    • Stencils Panel
    • Smart Materials
      • Add new images or materials
      • Attach a Smart material to a layer
      • Import Quixel Material
    • Presets for Brush alphas
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        • Displacement Painting (Micro-Vertex)
        • Ptex Painting
        • Surface Painting (Vertex painting)
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        • Initial CC subdivision
        • UV Set smoothing
        • Sharp (hard) edge
        • Lock Normals
        • Load new UV layout After Model Changes
        • DAZ Genesis models into 3DCoat
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Fakebake the lighting -non PBR-

371 views 0

Written by Carlos
August 8, 2023

Sometimes you are attempting to fakebake textures for use in Second Life -as example- since they do not currently have a proper PBR system so some faking it is needed to make metals and shiny things pop properly.

Things you need to do (by Silas Merlin):
– You need to go to the render room before you use the light baking tool with reflections in the paint room. Just go to the render room, you don’t need to do anything there if you don’t need to, then go back to paint room. -Go to the camera menu > Background > make sure “lock environment” is unchecked.
– Choose your environment, I recommend this one :

Image

-Hold Shift and drag mouse to orient the lighting.
-You need to be in “sooth shading” mode (5 key or view menu) for the tool to work. It won’t work in flat shading mode, but of course you will need to go to flat shading mode after using the tool to view the result and paint over the artifacts.

Be aware that if the shape of the model or the lighting is complex you will get artifacts in tight areas that you will need to paint over, but it is worth it.

Also, you probably know but PBR is in RC already, it can be tested with the RC viewer on main grid already in the Rumpus regions that are sandboxes.
One more thing about the light baking tool, as I said at the start, the more complex the lighting, the more likely there will be artifacts, so, if you can get away with using just the environment and not adding lights in render room it will work better.

You can bake light more than once and keep what you want from each bake, to achieve the more even lighting you want, either erasing parts of a layer or using clipmasks or whatnot.

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