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Carlosan

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Posts posted by Carlosan

  1. (available in the build following the current 3.7.12E), and it's subcomponents accessible in the Models Pallet.

    My copy is a 3B file in My Documents under 3D-Coat>VoxStamps>Objects.

  2. sharing a new discovery

    http://appleseedhq.net/about

    appleseed is a modern, physically-based renderer developed by the VFX and rendering nutjobs of Jupiter Jazz and ultimately targeted at production rendering. It is released as open source under the MIT license.

    In Brief

    • We have been in the VFX industry for a long time.
    • We believe there is a future for non-REYES renderers in the production rendering landscape.
    • We are are working on the hard problems of production rendering.
    • We are not building a strictly unbiased or strictly physically-based renderer.
    • We have got many important features in place, but there is still much to be done.

  3. In retopo room I do merge with NM

    And then can see some layers in paint room

    Layer0 - Opacity Standard Blend

    Baked Occlussion - Opacity Modulate2X

    A layer named with the voxel layer name - Opacity Multiply

    NormalMap - Opacity Normal map

    ----------------------------

    When i try to retouch the generated normalmap painting over this layer using paint brush/depth option, nothing happends

    If i add a new layer using Opacity Standard Blend and paint over using paint brush/depth option, new normalmap modifications are added with option depth/add depth.

    - The question:

    Can i paint over the NormalMap - Opacity Normal map generated when i do merge with NM ?

    Or need to make a new layer to add more normalpaint ?

    can i merge those 2 layers with different blending options ?

    Must i export normal map or to use texture baking tool ?

    ty in advance

  4. Also, a curiosity...

    Those teeth below, have a Default shader applied to them and are painted with pure white colour. The lighting settings are 0 for ambient and 50 for primary light intensity. As you can see, they appear gray (@ ca. 128 RGB). The worst thing is that the exported diffuse colour map is also 50% grey instead of white! I've noticed, that when I hide Layer 0, everything displays as it should be in the first place and it exports correctly, meaning - painted whites are white in the texture map. I believe, that the Layer 0 is the shader layer, which affects all of paint layers and thus should be set to visible only if one intends to render with 3D Coat's internal renderer. Am I right?

    20120627150242.th.png

    Try to use this series of custom shaders from one of the default simple shaders that bakes predictably into specular and diffuse:

    Baking Vox Layer shaders to textures

    http://3d-coat.com/forum/index.php?showtopic=6863&st=0&p=51861entry51861

  5. A workaround is a bypass of a recognized problem in a system. A workaround is typically a temporary fix that implies that a genuine solution to the problem is needed.

    Hi all

    Can i ask if possible if every1 that knows workarounds will to share its here ? ;)

    Ty in advance and regards.

  6. ANUBIS

    Anubis (11px-Loudspeaker.svg.png/əˈnbəs/ or /əˈnjbəs/[2]; Ancient Greek: Ἄνουβις) is the Greek name[3] for a jackal-headed god associated with mummification and the afterlife in ancient Egyptian religion. He is the son of Nephthys and Set according to the Egyptian mythology. According to the Akkadian transcription in the Amarna letters, Anubis' name was vocalized in Egyptian as Anapa.[4] The oldest known mention of Anubis is in the Old Kingdom pyramid texts, where he is associated with the burial of the pharaoh.[5] At this time, Anubis was the most important god of the dead but he was replaced during the Middle Kingdom by Osiris.[6]

    Anubis.png

    [/img]

    • Like 3
  7. hi all

    Can i ask which video board is good for 3DC w/CUDA ?

    Im thinking to buy the:

    N640GT-MD2GD3/OC

    http://www.msi.com/product/vga/N640GT-MD2GD3-OC.html

    ty!

    --------------------------------------------

    Graphics Engine GeForce GT 640

    Interface PCI Express x16 3.0

    Memory Type DDR3

    Memory Size(MB) 2048

    Memory Interface 128 bits

    Core Clock Speed(MHz) 941

    Memory Clock Speed(MHz) 1782

    Cuda Cores 384

    Memory Bandwidth(GB/sec) N/A

    Texture Fill Rate(billion/sec) N/A

    DVI Output 1

    D-SUB Output 1

    HDMI-Output 1

    Mini HDMI-Output N/A

    DisplayPort N/A

    Mini DisplayPort N/A

    TV-Output N/A

    VIVO(Video-in/out) N/A

    HDTV Support N/A

    HDCP Support Y

    HDMI Support Y

    Dual-link DVI Y

    Display Output (Max Resolution) 2560x1600

    RAMDACs 400

    DirectX Version Support 11

    OpenGL Version Support 4.2

    CrossFire Support N/A

    SLI Support N/A

    3-way SLI N/A

    HyperMemory Tech. N/A

    TurboCache tech. N/A

  8. //OT

    In the beginning:

    http://www.deskeng.com/articles/aaayer.htm

    Keyshot Pro vs Bunkspeed Pro

    http://forum.bunkspeed.com/archive/index.php?t-83.html

    http://boards.core77.com/viewtopic.php?f=4&t=22275&p=178753#p178753

    --------------------------------

    Another free aplication -sorry pc only :(

    SSbump Generator

    http://sourceforge.net/projects/ssbumpgenerator/

    nVidia Melody

    http://www.nvidia.com/object/melody_home.html

    --------------

    Cross Plataform :D

    Neotextureedit

    http://neotextureedit.sourceforge.net/

    NVIDIA Plug-in for Adobe Photoshop

    http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

    Link about nvidia plugin how to use use:

    http://forums.cgsociety.org/archive/index.php/t-441222.html

    The Photoshop plugin can extract a thing like a displacement map from the normalmap using a technique called "sobel filter", which is an image filter algorithm to generate a heightmap from a tangent-space normalmap... But that's not a real displacement map, is a heightmap.

    To get a real displacement map you will need to subdivide the lowpoly mesh and then calculate the distance difference with the sculpted highpoly mesh.

    So, you can extract the heightmap with thew NVIDIA photoshop plugin, but that won't allow you to use it to reconstruct the final highpoly sculpted model 8(

    You can get an approximated result subdividing (Catmull-Clark, loop, butterfly, Doo-sabin, etc ) the lowpoly model that you have... then using the heightmap calculated with the normalmap+PS plugin as displacement map.

    --------------------

    Softimage Rendermap or Ultimapper can do it too (i dont remember which one):

    Free software - Softimage Mod tool:

    http://usa.autodesk.com/adsk/servlet/pc/item?id=13571257&siteID=123112

    Ultimapper wiki

    http://softimage.wiki.softimage.com/xsidocs/property8540.htm

    Autodesk Softimage XSI Render Map

    About Rendermap and Ultimapper

    What is a Normal Map ? (good tuto)

    http://planetpixelemporium.com/tutorialpages/normal.html

  9. //Off topic, sorry

    Biased vs Unbiased = less or more physically accurate

    easier/ more intuitive to use compared to Mental Ray ? nope

    mental ray, biased, fast / lightrender, unbiased, slow

    There's no AO in LuxRender... and there is an experimental "Instant Global Illumination" integrator :(

    hope that helps

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