general:interface_navigation:brush_components:smart_materials

Allow you to paint with physically accurate materials, as well as create them. They can be projected upon your mesh with various methods and allow for advanced textures to be painted very quickly.

Quick Start Smart Materials:

All 3 Paint Channels, when enabled, will react with any Material that is currently selected from the Materials Panel.
Every Material can contain a separate texture for each of its channels: Color, Depth and Glossiness.

If no Material is selected, (disable the use of Materials by clicking the large “X” in the Materials Panel), then each Paint Channel will respond based upon which Brush Alpha has been selected.

Smart Materials allow you to create and paint with Physically Based Rendering Smart Materials. These materials consist of multiple parameters to achieve realistic, or physically accurate results.

New Materials can be added to an existing Smart Materials Folder simply by clicking on the large “+” icon in the Material Panel. The thumbnail image of each new material is created based upon which texture image you select for that Material’s “Color” channel.

New Material Folders can be created or loaded by pressing the small “Down Arrow” at the top right of the Material Panel and selecting either the “Add new folder” or “Add existing folder” options.


Delete:
Share item:
Share item folder: Share items folder as 3dcpack - file to share with other users.
Duplicate:
Attach to the current layer:
Refill Material:
Fill Entire Mesh:
Refresh Preview:

Move Items to…:
Set as Factory Defaults (Entire Folder):
Set as Factory Default:
Restore Factory Default :


As many layers as you like can create a Smart Materials, allowing for quite complex materials. There are also a number of parameters for these layers, let’s take a look at those Smart Material Properties now.

Name: Name of current Material.
Overall Displacement Scale: .
Overall Cavity Modulator: Determines the overall area of effect for the material.
Preferred Mapping: Use various mapping types to apply your material. Cube Mapping is the recommended mapping type used with seamless textures.
Layer: Assign Texture to Layer hierarchy or create new ones.
Color: Specify a diffuse or albedo texture or color.
Depth: Specify a greyscale image for depth.
Glossiness: Specify a greyscale image for glossiness.
Metalness: Specify a greyscale image for metalness.
Condition Mask: Specify the area the material layer is applied to. There are various conditions, which are listed below.
Edge Scattering: Specify with an image how the edges of the condition are treated.
Mask: Masks with an image the areas that are and are not covered.

Smart Materials have a number of aspects in 3DCoat. There is the viewport Shading, Import/Export of Smart Material Texture maps and Smart Materials for painting physically accurate materials.

Height/Color Limiter Conditions
Select how depth, color and Gloss of your brush strokes are affected by colors, height and other parameters. Remember to set to “None” when you finish using this option.

Conditions can be accessed by clicking the icon next to the Condition Mask layer (and next to Degree), this gives even more access to various ways to apply your material layer. These conditions are:

Always: Applies to every pixel of the layer.
More on Concave: Applies to areas that are more concave, and lets you fill crevices.
More on Convex: Applies to areas that are more convex, applying the material to more rounded external surfaces.
Less on Concave: Similar to More on Concave, but applies in the opposite form by allowing a little less in concave areas and a little more on convex.
Less on Convex: Similar to More on Convex, but applies in the opposite form by allowing a little less on convex areas and a little more in concave.
More on Flat: Applies only to flatter surfaces.
More on Curve: Applies only to more curved surfaces.
More on Lit: Applies to areas that are well lit, uses an Ambient Occlusion map to determine placement.
More on Shadow: Similar to More on Lit, but applies to the darker areas of an Ambient Occlusion map.
More on Top: Applies only to the upper areas of the surface.
More on Bottom: Applies only to the bottom areas of the surface.
More on Sides: Applies only on the sides of the surface.

Preview Options
When activating one of the Materials or Stencils, or both simultaneously, you’ll have a new panel on screen.
This panel contains all of the editable functions for both Smart Materials and Stencils.

Conditions: This video demonstrates the usage of Conditions to apply paint according preset restrictions, such as Cavity/Recessed areas, Edges/Protusions, Flat, Curved, Lit, Shadow, etc.


PBR Smart Materials: This is just a quick video I made showing some of 3D-Coat's new and awesome PBR materials. You can create all new materials from scratch but it comes with a bunch of pre-made ones and they have a ton of functions you can adjust to change the way it looks. By Phil Nolan.

Links to some noteworthy 3rd party assets.

Improved Brush Engine & Flat Material Thumbnails

PBR (Smart) Materials by Phil Nolan: This is just a quick video I made showing some of 3DCoat's new and awesome PBR materials. You can create all new materials from scratch but it comes with a bunch of pre-made ones and they have a ton of functions you can adjust to change the way it looks.

Misted glass: Video process misted glass in real-time by Roman Makarenko.

  • general/interface_navigation/brush_components/smart_materials.txt
  • Last modified: 2019/10/17 14:38
  • by carlosan