Jump to content
3DCoat Forums
  1. Development

    1. Announcements and new feature demos

      This area contains official announcements from the Pilgway team

      848
      posts
    2. New Releases, Bugs Reports & Development Discussion

      This is a section of the forum specifically for final and beta releases and discussing new developments. Also to report any new bug found.

      50.3k
      posts
    3. 3.5k
      posts
    4. Coding Scripts & Extensions

      SDK, scripts & addons development.
      If you want to create or share custom scripts & extensions for 3DCoat, you can find the information here to do so.

      610
      posts
  2. General

    1. General 3DCoat

      Discussions related to 3DCoat, and also share ideas for improving the program.

      71.6k
      posts
    2. CG & Hardware Discussion

      CG meeting area. General Discussion, News, films, games discussions, etc.

      13.7k
      posts
  3. Tutorials, Tips and Tricks

    1. Beginners tutorials

      A Beginners tutorials for 3DCoat shared by the community.

      963
      posts
    2. Modeling

      Low Poly and High Poly modeling

      405
      posts
    3. Sculpting

      Tutorials related to sculpt process

      705
      posts
    4. 262
      posts
    5. Materials and Textures

      Information about materials and texturing with 3DC

      344
      posts
    6. Painting

      Tuts related to paint process

      550
      posts
    7. Photogrammetry & Scan

      Information related to Photogrammetry & Scan

      56
      posts
    8. General 3D and CG

      Learn from a range of 3D and CG tutorials.

      163
      posts
  4. Artwork

    1. Finished Projects

      Use this forum to show off your art work, ask for feedback, offer criticisms or write about your techniques and processes.

      17.3k
      posts
    2. 3k
      posts
  • Posts

    • Carlosan
      You can use the Legacy version, try it. 
    • Carlosan
      take care of this bug  
    • webmaster
      Non destructive texturing in 3DCoat. 2026 Last day of the 3DCoat sale! #3dtexturing #3dgraphicsView the full article
    • jammer42777
      Hi Carlosan, Thank you for all the time and effort you put into helping with this. I really appreciate you sticking with it and testing the files.Unfortunately, even after following the steps and testing your cleaned file, the material and resolution issues keep returning. At this point I’m going to have to abandon the Paint room / node materials for my main texturing workflow and use other tools instead.Thanks again for trying.
    • Carlosan
    • Sal_GC
      Hi there everyone, I was trying out some noises in the NodeRoom and wondererd if there is a way for solving this issue with tiling. I am using a tiling mesh with all squares UV mapped in 0-1 space with 2 UV sets. I believe there is a PBR Tiler extension but didnt manage to set it up. Any thoughts   2026-08-05 02-32-08- MakingTiles Seamless.mp4
    • Carlosan
      Texturing Baking Tool  The 3D-Coat texture baking tool transfers high-resolution details -such as normal, displacement, ambient occlusion, and color maps- from high-poly sculpts or different source meshes onto low-poly, retopologized models with clean UV or Ptex layouts. It is accessible through the Paint room's texture menu or the Retopo room's bake menu. This is a deprecated toll used to transfer old materials from v4 to the new PBR materials of newest versions. >> Key Baking Workflow Steps Navigate to the Retopo Room after finishing high-poly sculpts. Open the Bake Menu to configure shell projection distances (inner/outer shells) and preview overlaps. Select your target map types (e.g., normal map per pixel, ambient occlusion, or cavity). Execute the bake to automatically generate paint layers and assign them to your low-poly object in the Paint room.    
    • Carlosan
      3rd. You add a Material to Layer0 In 3DCoat, "Layer 0" is the default base paint layer in the Layers Panel that always maintains full alpha opacity (1.0) and a neutral base color. It keeps your 3D mesh clearly visible so you can easily paint or apply materials on top of it. Purpose of Layer 0 Acts as the solid foundation layer for texture painting. Keeps alpha at 1.0 so your mesh never looks accidentally transparent while you work. Lets you paint and overwrite color directly onto the base mesh. Working with Transparency Erasing paint on Layer 0 creates transparent or cutout areas for opacity maps. Hiding Layer 0 allows exported RGBA or transparency maps to display correct alpha channels. Additional paint details should be built on new layers stacked above Layer 0.   Think about layers as you think about Photoshop layers. Layer0 is like Background in PShop.  The reason why 3DCoat keeps “layer 0” visible, it makes the user easy to color (overwrite layer 0) mesh. (layer 0 keep alpha as 1.0 (no transparent) and color perfect 0.5 0.5 0.5 RGB). If there is no layer 0, you may not see any surface until you import the map or actually paint on the surface in another layer. It makes us difficult to paint.   Layer0: avoid painting it for any purpose but transparency. It contains mesh data and a “base coat” of paint for baking. If you erase the paint, things still bake just fine. However, the transparent areas created will be baked as alpha/transp. Also, if you hide Layer 0, it bakes fine and entirely with alpha/trans, whereas any other layer doesn’t contain color data.
    • Carlosan
      2nd, you don't need to assign Materials on Nodes Room, keep working on Paint Room Texture Resolution can be changed here   Are you adding Materials to sculpt surface model ?  Turn OFF View > Show Voxels in Painting Room. If yes, you are applying Materials for Polypaint:  PolyPaint resolution is determined entirely by the density of the 3D model's geometry. Because color is stored directly on the vertices (points) rather than on a 2D pixel grid, higher polygon counts allow for sharper, more detailed painting. In this case we have 2 workflow overlapped, paint over UVtextured LowPoly Model and Polypaint over a HighPoly Surface model.
    • Carlosan
      is hard to find a solution at this distance... let see... first: Windows > Panels > Extensions >      
    • AkiSho
      Hello, I am a new user to 3DCoat Textura but I have experience with other 3D software. I am having a problem with the Ctrl+click functionality in the node editor. Simply put, when I Ctrl+click on a node output, the preview does not work and nothing happens. Ctrl+hover also seems to do nothing. I would like to note that I am clicking on the actual socket and not the image. I read in the forum that some mouse issues were fixed in the node editor, however I am not sure if these were the problems you were talking about. I really like the software but this issue is quite bothersome for me. I am using Windows 11. The Textura version is 2026.17NS. I have tested the version from the main 3DCoat site as well as the version posted on this forum. I think these versions are the same but I tried testing both just in case.
    • jammer42777
      That video was on my end, this video is after I downloaded the file that you sent me. I showed opening the file on this video, the material working, then I saved incrementally and attempted to use another material and the material broke    
    • jammer42777
      The resolution for the baking tool Keeps trying tor e assign itself to 512, I keep having to bump it up to 2048.  That could be the issue.   This is what I did.  I appreciate any help but this is looking like a serious program bug at this point.   here is the uncut video  
    • Carlosan
      I deleted all the layers and baked textures you made, and I started again - I created a new layer  - Add Materials > Metal > Brass2  - Calculate Geometry, Occlusion and Curvature - Paint over the layer Result 2026testspheretakewhat.3b
    • Carlosan
      Sorry, I can't understood what you do.  
    • jammer42777
    • SreckoM
      I think cause it is not really just brute force. Substance also has issue with large  brushes (though  much better compared to 3DCoat), Photoshop, Krita ... it is probably impossible to multi-thread that process. Only way to 'workaround' this is what MARI did with buffer.  But that is, afaik, under patent so nobody can use that approach. MARI is just beast, you can easily paint with huge brushes over 100 8K UDIMS  .... 
    • webmaster
      Apply Lattice Structures to Any Model 3DCoat is on sale until August 5! #3dart #conceptartView the full article
    • wendallhitherd
      More discontinuities between smart materials and node editor materials: Basically, for sculpt objects, it doesn't work like smart materials and it should work like smart materials. The way smart materials work in 3dcoat is great Anyway, just a reminder: I post all this criticisms constructively in the hope that the interface / design improves, I can see the potential bigtime!
    • wendallhitherd
      I got some questions: - how can you reference a specific layer's painted color data in a material graph? Like when you bake in voxel mode, that data usually goes into a particular named layer in voxel or sculpt mode. Like Ambient Occlusion. Then I want to reference that layer inside a node graph by name to use in a material for example. How can I ref a layer's data from a graph? I see some layer nodes / in layer, but there is seemingly no way to specify "which layer" - What are these node graphs "assigned to"? They seem to be on layers and on scuptObjects but can they just exist without being assigned to something - is every node graph always unique? Or can they share data? if I take an object with a node graph assigned, and split it into multiple objects, it seems each splitted object gets its own unique node graph dupe. Having node graphs assigned to stuff makes these operations very slow. Is there some way I can have shared node graph data, and not produce new unique node graphs every time an object is splitted? Node graphs should be data blocks that don't care about what they are assigned to. - Why is it ctrl-drag to drag a texture from stencils menu into node graph, and not just lmb drag?  - is it possible to copy paste nodes across different graphs? - Is there a reason why it is gloss instead of roughness? The industry have largely settled on roughness over gloss, and ideally for compatibility this tool would use roughness not gloss. - it seems to be impossible to assign a material to a layer when working with sculpt objects. clicking a material will assign it to the object, but you can't assign it to the layer. In general, its just an observation, but this system seems to be much slower than smart materials! Specifically, if you continue sculpting after a node graph is applied to an object. I reckon this is because every duplication, split, etc, must copy and rebuild the node graph for the new object, since all data is being cloned and rebuilt. If, instead of being bound to the object, the node graph data was persistent in the 3dcoat scene, and applied to multiple objects that shared the node graph rather than being unique per object and cloned all the time, it would be much faster. Then you would only need to build the graph once, and you could drag and drop it on to a bunch of different objects without rebuilding the shader. I imagine this would make duplicating, splitting, etc, much faster in sculpt mode. Also it seems likely that smart materials are bound to layers rather than objects, and layers tend to persist and not be duplicated per object, so that explains why smart materials are faster than node graphs when working on a scene. I see 2 solutions to the slowness problem: 1) make node graphs persistent scene objects that can be assigned arbitrarily to multiple objects (share the data) without being recompiled each time. There is a similar concept in blender's "make unique" or "make single user" -- multiple objects will reference the same shader data unless you specifically tell it to make the shader unique for this object.  2) Allow assigning node graph materials to layers outside of the paint room / a baked lowpoly model. Then we can assign the persistent material to our objects with masking instead of object centric. That would be more in line with Substance Painter: One layer, one smart material, you just paint the mask.  
×
×
  • Create New...