Undo: hotkey Ctrl+Z
Redo: hotkey Ctrl+Y

Transform without Gizmo:

These menu items are intended for assigning hotkeys to transform objects without the gizmo.
1) Press END over the required menu item, assign the hotkey.
2) Press that hotkey and transform the object.
3) Press SPACE to enter numerical values (if this is one-dimensional transform).
4) Press SHIFT, CTRL or CTRL+SHIFT for the discrete transform.
5) Press ESC or RMB to cancel the transform.
6) Press LMB to complete the transform.

When you transform the objects using this method you may use hotkeys (regardless of how they assigned in 3D-Coat)

W - Activate free translation.
E - Activate free rotation.
R - Activate free scaling.
X, Y (or C), Z - Act along axis for the translation, rotation or scaling, in dependence on the current mode.

- If you are in the translation mode:
X, then Y or SHIFT Z, or ZZ - move object in plane XY.
Y, then Z or SHIFT X, or XX - move object in plane YZ.
Z, then X or SHIFT Y, or YY - move object in plane ZX.
F - Pick new pivot of the transformation.

Calculate Occlusion: Runs a routine which calculates “Ambient Occlusion” (global illumination) based on tracing a number of light rays surrounding an object. Use this to simulate “real world” ambient lighting situations. May take a long time to complete. This tool allows calculating the global illumination from many spot lights that are distributed over the half-sphere. The grey scale results will be written to the current layer. So it is better to create a new layer and set color operation “Modulate” or “Modulate2X”. Occlusion calculation tool is especially optimized for high polygons (several millions), it is fast but you know that it’s still need some time in such high polygons.

- Light sources (distribution of lights):

  • 1) over hemisphere
  • 2) over sphere
  • 3) over hemisphere + sphere

- Lighting render target: You must choose a layer to which the occlusion calculation is placed. You can choose to add new layer automatically or overwrite the current layer. In the first case you do not forget to delete a new layer for light calculation. Also a new color option “To time” is installed for a new layer. In the case of rendering the former layer all its color information will be deleted.

- Lights count: The more lights, the longer the calculation. The more light sources are there the better the quality of lighting but the longer its calculation. The maximum value is 256, the minimum value – 16. - Additional anti-aliasing samples: Amount of post smoothing steps after occlusion calculation. For the calculation will be used the texture several times bigger. This allows you to get rid of some artifacts if there are too small UV islands or long pixels.
Warning: this function will slow down the calculation and consume more RAM and VRAM.

Separate paint objects: Explode the object on parts to avoid wrong AO contact projections.

AO Baking w/ OpenGL & Normal Map utilization: This video covers two major new improvements to AO baking in OpenGL acceleration and Normal Map utilization.

Calculate Curvature: The curvature layer is required to use cavity/curvature as condition for materials or conditional 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 curvature 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.

Starting from 3DCoat 2021.53 the RGB cavity was introduced as the default calculation method in Texturing. This is a very significant feature for the PBR Painting over the Texture/Mesh.

This video demonstrate how the improved cavity technology works. This is improved technology already called the RGB cavity.
First you need to make sure that the RGB cavity version is enabled, to do this go to the Edit > Preferences go to the Tools section and select use RGB cavity as the default cavity calculation method.
The Use of RGB Cavity in 3DCoat 2021

- After enabling the function go to the Texture Menu then select the Calculate Curvature option. In order of the Calculation to be make you need to wait a bit.
- Now we can see how a Cavity map (RGB) appeared in the layers.

- We see that in the new technology the map looks like a lot of color.

The map must be closed by default now let's create smart material to see how it works.

- Focus on a new edit icon -it looks like a vase-, this was added and did not exist before and it is with the spin edges that the update function is configured.

It is the additional cavity width: The 0 value means that the cavity is taken from the materials settings as-is.
Values less mean sharper cavity, more than 0.5 - widening of the cavity. Or course you need a RGB cavity layer in the scene to vary the cavity width.
It works only on such conditions: more on concave, more on convex, less on concave, less on convex, more or flat and more on curved (you can use any of these modes).

- The new parameter is responsible for the radius cavity. It is also affected by degree and contrast adjustments.

Light Baking Tool: This video covers the Light Baking tool in 3DCoat.

Light Based Curvature: more correctly calculates the result on UV Overlap, black areas no longer appear on different objects, which have the same UV coordinates.
Thickness: Similar to AO but it casts rays from the surface of the mesh to the inside. Can be used in SSS shading.
Light From Render Room: If you wish to bake light without environment, use “light from render room” instead of “Light and Reflections.
Subsurface Scattering:
Bent Normals: Using Bent normals within Materials can help improve how they react to lighting and shading. It set out the average direction of ambient ilumination.

Example: Benefits to Using Bent Normals

Light and Reflections: fill layer with any reflective Smart Material, bake your reflection and it creates reflection layer in texture layer. It picks up any light you have set up in render room, including environment light.
Local Curvature: calculates curvature on objects with normal map and analyzes the curvature of the model in many projections pixel by pixel, which allows you to get a more accurate and beautiful result. The radius and intensity can be adjusted.
Local Curvature RGB: Bakes curvature with radius 1, 20, 100 to RGB channels respectively. (Use RGB cavity as the default cavity calculation method can be set on Preferences).
The new RGB cavity was introduced as possible default calculation method. In this case multi-range cavity will be calculated on the GPU, additional control in UI of conditions/smart materials will appear, the “Cavity width”. It allows to vary the cavity width/smoothing in realtime, it is very important for the realistic PBR texturing.
Cavity width (using the RGB cavity) may be used for smart materials for each layer separately. Each material layer has own cavity width settings. It gives the possibility to create much better effects for “aging” materials, like several differently “aged” layers of paint.

RGB cavity is a multi-range cavity texture, each channel corresponds to a different cavity scale. B is the local cavity, G is a middle-range cavity, R is the far-range cavity.

If you already have the old cavity layer in the scene, you need to delete it to use this feature. This is very significant feature for the PBR painting over the texture/mesh.
If the RGB cavity enabled by default and you are loading the scene that has the old-style cavity layer, the Coat will warn you that it is better to re-calculate the cavity to get better control.

Sync layer with external editor: This command allows you to synchronize the current layer with an external editor. You can set the path to the editor in Preferences. (The default it is Adobe Photoshop.) The alpha channel will contain the transparency mask.
When you call on this command the program Adobe Photoshop will be open automatically with your file. Then you can change it and jump back to 3DCoat pressing CTRL+S.

Edit All Layers in Ext. Editor: Edit all layers in external editor. You can change the editor in Options menu (Adobe Photoshop by default). This editor should be able to edit PSD files. The texture will be stored as layers and opened as a PSD file in the external editor. Then you can edit the texture and even add new layers. When you save it, 3DCoat will automatically reload it. Hotkey Ctrl+P
Edit All Glossiness Layers: Edit all Glossiness layers in an external editor.
Edit All Metal Layers: Edit all Glossiness layers in an external editor.
Edit Projections in Ext. Editor: You can edit the current projection in Adobe Photoshop using layers. You can change the editor in Preferences menu (Adobe Photoshop by default). This editor should be able to edit PSD files. The texture will be stored as layers and opened as a PSD file in the external editor. Then you can edit the texture and even add new layers. When you save it, 3DCoat will automatically reload it. Hotkey Ctrl+Alt+P

Project Through: Project the image through all object, even back faces.

External Editor Projection Scale: Additional scale that will be applied to the projection image to edit in external editor.

Load Hotkeys: Load hotkeys from the file.
Save Hotkeys: Save hotkeys from the file.
Customize UI: Remove/customize UI element.
Preferences: Set Hotkeys, Autosave time, External 2D-Editor, UI colors, and more…

Reset settings: Resetting is necessary if the program behaves unstably. Choose which settings you need to reset. Files options*.xml will be deleted. The program will be restarted, so first save the changes
Relocate 3DCoat's data: Edit Data Placement.
Convert Older Materials (pre 4.5): Convert Older Materials (pre 4.5)
Search for volume:

Quick Tip AO Baking Troubleshooting: This video demonstrates a Quick Tip about troubleshooting AO baking in 3DCoat, should a user encounter an unreasonable amount of lag.

AO Baking w/ OpenCL & Normal Map utilization: This video covers two major new improvements to AO baking in 3DCoat 4.5. OpenCL acceleration and Normal Map utilization.

Krita and 3DCoat workflow By Paul Geraskin.

  • general/interface_navigation/edit_menu.txt
  • Last modified: 2022/07/24 09:04
  • by carlosan