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Carlosan

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Posts posted by Carlosan

  1. metrons or Flippers

     

    please try to follow the help that we are giving you

     

    I found the same post asked time ago, its the same model

    http://3d-coat.com/forum/index.php?showtopic=16943&hl=split

     

    then you open a bug report... 

    http://3d-coat.com/mantis/view.php?id=1722

     

    Is not a bug

    The model is in voxel mode, you need to clean the geometry first before switch to surface mode

    RMB -> fill voids + close invisible hulls

     

     

    post-10142-0-40056600-1421704198_thumb.j

     

  2. Time ago Andrew told about SVG implementation, he said that is not an easy task.

     

    version 3.5.13A added this option time ago, but was not implemented

    http://3dcoat.blogspot.com.ar/2011/02/3d-coat-beta-update-version-3513a.html

     

    Changes, written by Andrew Shpagin:

  3. May someone confirm that this is fixed (from first page) and no longer warnings required (at least 2,3 are fixed):

    1) Keep backups of scenes, presets and materials. Better - do backup of folder MyDocs/3D-CoatV4

    For example, rename it MyDocs/3D-CoatV4 to MyDocs/3D-CoatV4_OLD, run beta, work there. If you want to get back to 4.1.17D -

    rename or copy MyDocs/3D-CoatV4_OLD to MyDocs/3D-CoatV4

    4.5.BETA may upgrade materials (Stamps) to new format and 4.1.17 wil not recognize it.

    2) Do NOT rename or delete PBR Material folders. You can potentially lose materials or have them be placed in random folders (most likely the will be lost). Bug is reported.

    3) Don't move PBR Materials to another folder. They will be lost. Bug is reported.

     

    From my side, some test done and found 2,3 fixed

     

    switch from one pbr materials folders to other is slow, looks as preview ball need to be refresh everytime -icon is not cached- ?

     

    ty

  4. Krita 2.9 Beta 2 is Out!

     

    //edit

    Brushes and painting changelog:
    • The anti-aliasing quality of thin lines has been improved greatly.
    • The smudge brush was improved.
    • The Flow option has finally been separated from opacity.
    • Steps in the undo history can now be merged.
    • The brush preset system was extended to make it possible to keep changes to a certain preset during a session, instead of resetting to the original preset on every brush preset switch.
    • You can lock the size of the brush when switching between paint and erase mode, or have a separate size for each mode.
    • New painting assistants for working with vanishing points and rulers.
    • the line tool will use all sensors now! Rotation, speed, tilt, etc.
    • There’s a sticky key available for accessing the straight line tool from the freehand brush (V).
    • a delayed-stroke based stabilizer option was added for stroke smoothing
    • the weighted smoothing and stabilizer have a ‘delay’ option now, which allows you to create a dead area around your cursor for extra sharp corners.
    • a scalable distance option was added to the weighted stroke smoothing, so now the weight is relative to the zoom.
  5. I remember some read about in this post

     

    Since those textures are in most cases not polarized I do the following.

    - Duplicate the image.
    - Saturate it
    - Apply Gaussian Blur
    - Invert the color
    - Set that layer into overlay mode

    By doing that I can equalize lighting in the photo and get rid of unwanted light sources.

     
  6. Feeding a physically based shading model

     

     

    Adopting a physically based shading model is just a first step. Physically based rendering (PBR) require to use physical lighting setup and good spatially varying BRDF inputs (a.k.a textures) to get best results.

    Feeding the shading model with physically plausible data is in the hand of artists.

     

    There are many texture creation tutorials available on the web. But too often, artists forget to link their work with the lighting model for which textures are created. With traditional lighting model, there is often a RGB diffuse texture, RGB specular texture, specular mask texture, constant specular power and normal map. For advanced material you can add specular power texture, Fresnel intensity texture, Fresnel scale texture, reflection mask texture…

    Physically based shading model is more simple and will provide a consistent look under different lighting condition. However, artists must be trained because right values are not always trivial to find and they should accept to not fully control specular response.

  7. ARBITRARY CONTOUR QUADRANGULATION

    Hi

    Quadrangulating as ¨even¨ as possible an arbitrary contour, is by no means an easy task, many algorithm exists and even complete thesis have being written about that.

    Recently I was developing such a tool that can be used for improve realtime retopology.

    I have tested it with arbitrary contours and even ill hspaed ones and generally it performs quite good and for patch like contours used in automatic retopo it really excels :)

    Cheersret.jpg?w=690&h=557bestofall.jpg?w=690bestofallcube.jpg?w=690&h=648good.jpg?w=690&h=620jgy.jpg?w=690&h=628quad1.jpg?w=690quads3.jpg?w=690quads4.jpg?w=690quads6.jpg?w=690quads8.jpg?w=690qube5.jpg?w=690&h=661

     

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