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Posts posted by Carlosan
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If you mean possibility to create and manipulate nurbs surfaces and transform them to voxels, it is not so hard to do, just time question (as always).
There is very good SDK - http://www.opennurbs.org/ and I plan to use it or 3DC.
Hi Andrew
Any news about it ?
ty
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All subobjects have a HOLE not closed.
TY
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Hi
- Highres painted mesh visible in the paint room.
Is an object sculpted at Voxel Room using Surface mode.
Done
- Go to the retopo room and import the OBJ as a reference mesh
Done
- Unwrap the new topology.
Not done, i need to use the UV set done in another app.
- use Merge with NM (per pixel) with your reduced mesh in the retopo room
Done
- At Paint Room file export model. Set the pop up window
Done
AND ITS WORKS PERFECTLY !!
TY SO MUCH ERIC !!
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Hi
I followed all the steps with no luck.
I have a LOW POLY Mesh -15.000- tris
The low poly is one obj with subobjects, like hand head, etc
The subobjects are separated because have different edge density
The subobjects have open mesh
The .obj have UV map
Import mesh for voxelizing,
At Merge tool:
without vozelizing
make mesh closed
At Voxel tree
Increase resolution
I begun sculpting
At paint Room
Only opacity Layer used, object painted
At Voxel room,
RMB Autotopo PPP
At Retopo room
I see the voxel object and the retopo
I delete the 3DC retopo mesh, because like to use the original lowpolymesh
File import retopo mesh... original low poly with UV set imported.
At paint room
At Subobjects window, object deleted
back To Retopo Room
Merge into scene - PP with NM
back to Paint Room
Only can see the low poly mesh
I can switch on/off show voxel room object and can see the sculted object
No NMap, No CMap
Any help is welcome
TY !
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Hi People
Please will any1 to check if reference mesh/ Big mesh procedure is working ?
ty in advance
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FILE IMPORT
Reference Mesh. Import the mesh to use as a reference for the retopology tool.
Big Mesh. Import a large mesh (up to 16 M). This function requires two meshes; a low-poly reference mesh and a high poly mesh. Both should have the same non overlapped UVset. First import the low-poly mesh into scene using the usual import dialog, then load the high poly mesh using this option.
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Ty JOshy.
Checked, only have 1 UV set.
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Hi
Was the originals multiobjects closed before voxelizing ?
ty
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Hi all
Im using Blender 2.63.27
IMPORT STEP
I sculpt a voxel, retopo for PPP, painting it and adding normals maps.
Then Export to blender, obj saved.
At Blender AppLink updated reference mesh.
The object is HUGE.
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EXPORT STEP
I make a Low Poly at Blender, export .obj
Retopo room, File import retopo mesh
The object is TINY.
Why ?
Ty in advance.
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note:
I changed at 3DC Define measurement units but obj size remains the same.
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About Octane Render
There is a request for an AppLink Exporter here
http://3d-coat.com/forum/index.php?showtopic=6707&hl=octane&fromsearch=1
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wait!!
actually where is this pop up at Voxel Room !?!?!? O_o
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+1 at Mantis
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Hello
I have a low poly mesh made in Blender, but the mesh is separated into sub-objects (head, hands, helmet, etc). All Sub-objects are OPEN.
- First at retopo room
RETOPO import retopomesh.
The retopo mesh need to be resized any fixed amount ? Because is very small.
- Now at Voxel Room
Merge without voxelizing from retopo.
make mesh closed.
At this point everything is ok, Object is still tiny.
The Merged Sculpt object have the same amount of triangles the low poly object have 15.000.
The layer density say [8x]Volume19
* My idea is to sculpt a High mesh, paint it, and then bake the result over the low poly mesh -imported at the beginning of the process- just to get normal, color, specular maps.
Then i need more subdivision right ?
At VoxTree windows i select Increase resolution of the current object
Required polycount: 8.000.000
Resample quality: Smooth
The Layer say [223x] but the edges are rugged, i need to smooth all manually, because smooth all do nothing.
So i begin the Surface Sculpt, paint and selected FILE Export mesh at Paint room.
Second part
I begun a New project:
Now i have the original Low Mesh and the Big Mesh exported from paint room in the last step.
So at Retopo room:
File import reference Mesh
File import Big Mesh
reading object bar go left to right annnnnnd... nothing
No new paint layer, no new object at retopo room, nothing at voxels
What im doing wrong ?
Which is the procedure so ?
im lost.
TY in advance and regards.
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Samuel Lapere is a graphics developer working at OTOY (which owns LightStage and Octane Render)
He is posting news at SIGGRAPH about BRIGADE DEMO -Real-time path tracing- in his blog
http://raytracey.blogspot.com.ar/
The BRIGADE code is based in TOKAPSPT, an open source real-time CUDA path tracer (Cheap realtime global illumination)
http://code.google.com/p/tokaspt/
Source
http://code.google.c...tate%253Dclosed
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TY Andrew !!
loud and clear !
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Do you like to report some bug but don't know how to do that ?
Do you like to do some request, but don't know if another user ask for the same before ?
3DC use a great system to help with it.
The Mantis web site.
http://3d-coat.com/m...ll_bug_page.php
Of Course you can always post it on the Forum Support Section
http://3d-coat.com/f...hp?showforum=30
At Mantis you can find change logs, day to day reports about bugs and 3DC request list.
Fell free to ask for an account there.
Your help is welcome.
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Well the good news is that Raul is going to be in Kiev soon. So I'm sure, or rather hope, he'll do some bug squashing.
Export questions and ideas
in General 3DCoat
Posted
+1
Nice readings:
Brick Map Fundamentals
http://worldofpolygons.com/Help/Renderman/Fundamentals/Brickmap_Fundamentals.html
Baking 3D Textures: Point Clouds and Brick Maps
http://facultypages.scad.edu/~mkesson/AppNotes/baking3d.html
The Brick Map File API
http://penguin.ewu.edu/RenderMan/RMS_2.0/bkmapApi.html
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Brick maps are multi-resolution, 3d textures.
They are used to store channels of surface-varying data (color, occlusion, subsurface scattering, etc) in a sparse voxel structure that looks like a collection of bricks.
Brick maps have a number of increasingly-refined levels of detail.