general:sculpt_workspace:shaders

The use of Shaders on a mesh allow you to quickly see a realistic or impressionistic real time preview of your sculpture with various materials applied.

A while back, 3DCoat added the ability to use PBR shaders in the Sculpt Workspace. Although not intended as a replacement for smart materials in 3DCoat, the new Physical Shaders offer a great way to use GGX lighting and physically based rendering on highpoly sculpts in 3DCoat.

Some Shaders can be baked into the diffuse color layer of a “Baked” Retopo mesh, thus streamlining the texturing process in certain situations.

Primary shader properties can be edited, and altogether new Shaders can be created from scratch giving you a powerful set of visualization options.

The shaders tab is pretty straight forward. You click with the LMB to select a new shader to apply and it is done. If you click the RMB on a shader, you’ll then get a few options:

DeleteShader: This will delete the shader you clicked on.
Construct new shader: This will allow you to create a new shader, it will be based on the shader you clicked on.
Select default shader: This will apply the shader that you clicked on, as the default shader. Each time a new volume object is created, it will then have this new default applied.
Edit current object’s shader settings: This is pretty self explanatory. You are encouraged to check out each shaders specific settings.
Refresh (all) preview(s): These two options simply refresh the shader tab. Helpful if you are having trouble with a newly created shader not showing up as a selection.

The most basic kind of shader has absolutely no custom settings (like the Default Shader). They are what they are and can’t be modified.
The second kind of Basic Shader does have adjustable parameters as shown in the above dialog - which is obtainable through selecting a Shader, Right-Clicking over the Shader Icon and choosing one of the “Edit” commands from the pop-up menu.

These types of Shaders have a number of additional properties that involve the use of textures (not mandatory).
Shown above is the main “Edit Dialog” which include the use of textures for controlling things like Normal and Bump simulation, Reflection simulation and Cavity simulation.
Experimentation is the key to success, here.
Lots of new shaders have been created by users over the years, and can be found in the “3DCoat Exchange Library” part of our Forum.

These are special Shaders which get their characteristics from a certain type of Texture file which contain artificial lighting, color, specular, transparency and shading properties.
To create these Texture files, special software is needed and links to both the software and techniques for creating convincing textures can be found on the Forum, in the “3DCoat Exchange Library” section.

Basic Shaders
Complex Shaders
Matcap Shaders


Toon Shaders: This video demonstrates the usage of the recently added Toon Shaders to 3DCoat's Sculpt workspace.

PBR Shaders: This video begins the demonstration of the new PBR Shader system in 3DCoat's Sculpt workspace, to include the new SKIN shader that renders true SSS (in the Render workspace).

The new PBR Shaders include a new skin shader that can render true SSS in the render workspace of 3DCoat. The tutorial walks through some of the many shader options in the panel, and shows how you can change default shaders or make your own shaders when working.

  • general/sculpt_workspace/shaders.txt
  • Last modified: 2019/10/13 14:39
  • by carlosan