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Carlosan

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Everything posted by Carlosan

  1. https://www.cgtrader.com/challenges/3d-challenge-abstract-elements 3D Challenge: Abstract Elements For some 3D artists, visualizing sci-fi or mythical creatures is a more difficult task than building a 3D model of a photorealistic, real-world object. For others the opposite is true. With the new 3D Challenge: Abstract Elements CGTrader is bringing everyone a task that is both complex and easy at the same time. In this challenge we are looking for high quality, realistic models of various shapes and forms found in nature, graphic design or thought-of by people. Not sure where to start? Create a flame, cloud or smoke. Design a top-facing 3D flower, an ornate leave or create an ornamental work like filigree. How about making a decorative frame for use in a surrealistically designed composition. Make a water splash or a crystal. Turn a plain geometric shape into a decorative piece of art or shatter glass, creating a pattern of fractured shards. Put your imagination to work and show us how stunning and interesting 3D can be even when working on simpler objects!
  2. In my test .tif is 16bits, you need to export .tiff to get 32bits. Sidenote: Anyone testing Vector Displacement export ?
  3. Kim Aava summarized her amazing talk about the difference in techniques, which artists use to build photo-realistic and stylized environments https://80.lv/articles/realistic-vs-stylized-technique-overview/
  4. This video begins the demonstration of the Texture Baking process in 3D Coat. Explaining in general terms, how the process typically works, including Sequential Texture Baking
  5. Pics are broken but, Do you erased the old layers before you made a new ones ?
  6. Are you talking about Forum: SOS! Only for official urgent help There isnt any restriction to post there. Which error do you have please ? Usually if we found any bug using latest Beta version, we post the bug report following this thread to keep the information more organized and tracked it more effectively. Thx
  7. There is a ticket open with this request. Please feel free to add a +1 0001574: Multicore optimization is not working (multithreading) And to make the request more effective please send an email to Andrew Shpagin at support@3dcoat.com Thx
  8. There is a ticket open with this request. Please feel free to add a +1 0002188: mesh booleans fail way too often. And to make the request more effective please send an email to Andrew Shpagin at support@3dcoat.com Thx
  9. Yes please, record and share a video to show the issue to Andrew Shpagin at support@3dcoat.com Thx.
  10. Yes, the tiling of the patterned texture becomes very obvious at the seams. The areas that need to have continuity in textures must be on the same UV island. Only a good UVlayout solves that problem.
  11. Hello Please change projection type to UV-Mapping. Hope this help
  12. Preferences >Tablet Library This option let you select input used by "3D-Coat". Switch between two tablet libraries: "WinTab" and "Tablet PC". Currently "3D-Coat" uses "WinTab" which will work only if you will install Wacom "WinTab" driver. When using "Tablet PC" library which should work without additional Wacom "WinTab" driver. Please report any issue directly on e-mail "support DOT linux AT 3dcoat DOT com". Thx
  13. 0000950: Add Sculpt layers to Surface Mode   Feel free to add a +1
  14. New in Guerilla v2.0 * Render engine redesigned! We've redesigned the path tracing engine to provide more features, simpler setup and ultimately gain performances from new computer architectures. * Adaptive Sampling The engine now integrates Adaptive Sampling, which allows to keep on sampling pixels that haven't reached the required quality. This results in: - parts of the image that are easier to sample will stop sampling earlier, which allows the renderer to focus on more difficult parts of the image. - final renders have a uniform noise which is better for frame to frame consistency * Interactive Rendering The Render View and the Viewports can be switched to Interactive Raytracing. Changing the scene automatically restarts the rendering, and let you play interactively with the lighting, and all shading parameters. Also, this allows you to navigate through scenes that couldn't be rendered in OpenGL, such as forests of millions of trees, crowds of furry creatures and more! * Bidirectional Path Tracing Bidirectional is super helpful to render complex illumination setups, such as indoors lit by exterior lights, wall lamps, and even caustics. Just increase the Light Max depth to enable the bidirectional engine! * Improved Materials We've rewritten the Surface and Volume shaders, as Surface2 and Volume2. Surface2 now features the widely used GGX specular lobe, with emphasize on energy conservation in all situations. Less edge artefacts and more natural look and feel. * Light Path Expressions AOVs now use OpenShadingLanguage Light Path Expressions. This offers a much wider range of possible AOVs to render, and we've kept this easy artist friendly if you don't care about that level of control. For instance, you can render color ids or diffuse color after many mirror bounces in a finger snap! * Russian Roulette The Russian Roulette enables rendering without worrying about the bounces depth. Setup your indoor scene to maximum bounces, and let the russian roulette take care of cutting the ray depth where it is useful. * Deeper RenderGraph We've made the RenderGraph even more powerful. Use the RenderGraph to generate instances, to add lights procedurally, and to setup Procedurals such as Hair and Fur on characters or creatures and use them on shots without the classic integration burden.
  15. Guerilla 2.0 is there! You can now download this huge release now \o/ In the next weeks, we will release video tutorials to help you masterizing the key feytures...
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