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Carlosan

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Everything posted by Carlosan

  1. Select an edge in Retopo room then LMB over (not pressing) another edge on same loop and pres l key - the adjacent edges between the first edge and second would all be selected.
    https://www.artstation.com/artwork/lxAgDO
  2. Hi Your issue was reported to web admin at web@pilgway.com Thanks for point it up.
  3. Source... Using Bent normals within Materials can help improve how they react to lighting and shading. In the following document, you will find all the information you need to start using Bent normals in your Unreal Engine projects. Benefits to Using Bent Normals Below, you will find some of the benefits to using Bent normals. One of the biggest impacts Bent normals tend to have is to reduce the amount of light leaking that happens after a light build. Bent normals can also be used with Ambient Occlusion (AO) to improve Diffuse indirect lighting. It does this by making the Diffuse indirect light closer match Global illumination (GI) by using the Bent normals for indirect lighting instead of the Normals. Bent Normal Creation To get the highest quality Bent Normal map, and to match Unreal Engine's assumptions on how Bent Normal maps should be calculated, make sure to adhere to the following information when creating your Bent Normal maps: Use Cosine Distribution when creating the Bent Normal map. You can use Substance Designer 6 to generate the Bent Normal map just like a standard normal map or an AO map. When generating your Bent normal, make sure your character is in a T-Pose. The Bent normal and the AO should use the same distance setup. The Bent normal should be in the same space as your Normal map. Consult the following chart for more information: World Space Type Normal Map Type Bent Normal Type World World World Tangent Tangent Tangent Using Bent Normals in Unreal Engine Using Bent Normal maps inside of a Material is very similar to setting up and using Normal maps. All you need to do is add the Bent Normal custom output node to the Material graph and then connect your Bent Normal map to the input like in the following image. Also, make sure that there is an AO map input into the Ambient Occlusion input. Reflection Occlusion Bent Normal maps are also used in a powerful but less traditional way, and that is for Reflection Occlusion / Specular Occlusion. An Ambient Occlusion (AO) map occludes Diffuse indirect light, while Reflection Occlusion is a similar concept, but applied to Specular indirect lighting. Reflection Occlusion works by intersecting the Specular lobe with the visible cone or a cone representing the unoccluded part of the hemisphere described by the Bent normal as the cone axis and the AO amount as the cone angle. This results in significantly reduced Specular light leaking especially when Screen Space Reflection (SSR) data is not available. Multi-bounce approximation for occlusion is also supported. This means that instead of AO or Reflection Occlusion shadowing the first bounce, we can use an approximation of what many bounces will produce. With multi-bounce approximation, brighter Materials will lose less light, and colored Materials will be made more saturated.
  4. Bug reported. Thanks * Using default mesh scale everything looks ok, we dont need to resize any mesh.
  5. Scaling up -a little- low model, RGB bake is ok, sharing scaled project files: https://www.dropbox.com/s/tmwltywebsrp05i/211019_RGB Curvature baking issue.zip?dl=0
  6. Confirmed and reported. Thanks for point it up. Note: Why is the low model smaller than the high model ?
    https://www.artstation.com/artwork/w6DA1Z
  7. Hi You can set parameters on Tool Options Panel Is any control missing or do you need a new one ?
    https://www.artstation.com/artwork/3oDOV2
  8. Hi It is not possible to export only one object from paint room.
  9. Hello Please try latest version mac OS Big Sur 11.6 https://pilgway.com/~sergyi/3DCoat-2021/3DCoat-2021.61.dmg
  10. Hi Issue reported at andrewshpagin@gmail.com Please send an email requesting support to the same address. Thanks
  11. twitter等で載せた1~2分の3D-coatのミニテクニックを詰め合わせた動画2です。一部動画を復元しているので画質は低いです ペイント系テク 00:03 スペキュラマップの光沢をカラーテクスチャに転写 02:11 UVを変更するとテクスチャも変更される 04:19 筆圧の強さはグラフで変更できる 05:31 レイヤーの順番をうまく変えるコツ 07:44 画面上に網目を出せる「2Dグリッド」 10:00 ステンシル用のループ画像を作る方法 12:10 レイヤーをロックすると解像度を下げても復元できる 12:50 1ドット単位の線がぼやけるときの対処 14:30 いらないノーマルマップを一気に消す方法 ボクセル系テク 15:05 ボクセル曲線を直接ポリゴンに変換する方法 16:08 低解像度に吸着でカーソルをローポリの頂点に合わせられる 17:07 放射対称で線を回転対称状にたくさん引ける 18:18 インスタンスコピーは形状の変形も反映される 20:20 三角面を四角化できるApply quadrantration
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