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Carlosan

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  1. New in Guerilla Render 1.4.1 Faster rendering! We've globally improved the renderer performances, from rendering speed to memory footprint. More polygons, more objects, rendering in less time! OpenColor IO Guerilla Render supports OpenColor IO, including ACES color spaces. OpenColorIO helps uniformizing the color management across multiple softwares. OpenEXR/Id Guerilla Render supports OpenEXR/Id, an innovative extension over OpenEXR to store masks and colors on a per object basis. The provided OpenFX plugins read OpenEXR/Id images in compositing softwares and allow you to select invidual objects using straight names, and even regular expressions. Hair shader Brand new physically based, multiple scattering hair shader! Check out the documentation for an extensive visit of all its features. Procedural Instancing The Guerilla HairAndFur procedural now allows instancing objects over a scalp mesh or a point cloud. Populate large areas with instances, for a minimal burden. Nurbs Locks Also, the HairAndFur procedural can fill cylindrical nurbs with curves. As usual, fast generation times and ease of setup. Motion blur in voxel fluids Animated voxel fluid grids are now rendered with motion blur -- not only transform motion blur. Denoising using Innobright Altus Guerilla can render images for Innobright Altus denoiser. Select your denoiser of choice, and it will automagically be denoised at the end of rendering Blur Caustics The Surface shader now includes caustic blurring, to reduce the amount of noise generated by caustic light paths. It is now safer to switch to All caustics ray filter! Guerilla Render Surface shader for The Foundry Mari The Surface shader is available for Mari, allowing you to paint all Surface maps directly in Mari and view the result in realtime! Yeti support Improved support of Peregrine Labs Yeti. Instances, deformed meshes are now available, and it is possible to combine them all into a single mesh to reduce rendering times. Golaem support Golaem Crowd procedural is now natively supported! XGen support Autodesk XGen has now its own Guerilla procedural, which supports all generation modes and geometry types. See more in the complete Release Note
  2. In order to have a texture map, you can load any external texture map using Paint Room Textures > Import
  3. 3D-Coat supports three different PBR workflows: Gloss/Color Specular Gloss/Metalness Roughness/Metalness If you are working PBR Metallic/Roughnes. Cinema Version: R17 -create a new material -open the material editor Base color, Normal, hight -feed the base color texture in the input in the color tab -do the same for bump and normal in their tabs The tricky part -delete the legacy specular layer -create a new GGX layer Specular: -feed the specular into the Layer Color texture input Glossiness: -under the roughness bracket create a colorizer -feed the glossiness map into the input -invert the map by changing the gradient to white and black GGX -change the GGX properties, highlighted yellow on the image. Tweak the roughness aswell Hope this will help you
  4. I assume you're not painting on uvs but on vertex colors? You have to convert it into a different format using for example MeshLab. Afaik the exported obj doesn't save vertex colors in a proper way. The vertex colors of a mesh are saved as comments in the top lines of the obj file. But MeshLab can interpret those into proper vertex colors and you can save a file format (like fbx) that properly stores them.
  5. Polypainting allows painting on a model's surface without first assigning a texture map. A texture map can be created at a later time, and the painted surface can be transferred to the map. Simply create a unwrapping and transfer the surface painting to texture map.
  6. If you would send me the model, then I could take a look at it. Zip it and post it for download or send me a pm with the link.
  7. If you mess all the seams, can back to previous version in paint room using RestoreUV tool
  8. In Zbrsuh are you using polypaint ? Sorry wall of text, but im trying to understood your workflow ------------------------------------------------------------------- Polypainting allows painting on a model's surface without first assigning a texture map. A texture map can be created at a later time, and the painted surface can be transferred to the map. Polypainting offers significant advantages compared to standard workflow. The resolution of the texture map need not be decided in advance. This is particularly valuable if you find you need more detailing on an area than you thought you would. Instead of repainting a new, larger texture map, you can simply transfer the existing surface painting to a new, larger map, with no rework necessary. Similarly, the UV unwrapping need not be fixed in advance. If one unwrapping proves unsatisfactory, simply create a different unwrapping and transfer the surface painting to that map. Removing UVs from your model frees up system resources and allows you to work with even more polygons! To understand how polypainting works, first consider a 2048 by 2048 texture map, which provides reasonable resolution. It has a total of a little over 4 million pixels. If you work with a 4 million polygon model, then in terms of surface painting, simply assigning each polygon a uniform color gives the same amount of information as the 4 million pixel texture map. (Actually, somewhat more, since significant parts of texture maps are typically left blank.) So, with polypainting, you can put all of the painting details directly onto the model's polygons, and then transfer that detail to a texture map when the painting is complete. source...
  9. In 3DC every island is created based on edge seams. why do you need this feature ? any example is welcome.
  10. Hi ! What are your ultimate goals ? If you're looking to do hand painted textures I recommend 3Dcoat. Its worth it. You can try it in trial mode btw, meaning just download this: http://3d-coat.com/download/
  11. http://3dcoat.com/buy/ 3D-Coat Black Friday Discount Three days only! Get 3D-Coat at our special Black Friday rates! Starting November 25, 0:00 am Kiev time (GMT+2 hrs) we offer 3D-Coat V4.7 licenses with our special discounts. Save $100 on each Professional or Floating license purchased! Enjoy and happy Black Friday shopping!
  12. the model is huge. may be scale it to 0.1% before import it ? The model is working fine in my comp
  13. I've never seen this problem here on my machine. Really strange. If you would send me the model, then I could take a look at it. Zip it and post it for download or send me a pm with the link. The new build is 4.7.16, if you like to try
  14. Hi ! If you are working in vertexpaint, you should increase the model resolution. Paint Room File > Import > Import for vertex paint / Big reference Switch to Sculpt room VoxTree > Select the mesh in sculpt layer Use the command Increase resolution Hope this help
  15. You can separate all the meshes using any external app or try Geometry > object-ify
  16. The current version has 2 panels called Tool Options and Models. Press over the small triangle seen at the upper right corner of the Models panel. > new Folder (rename current folder) > and press + NEW sign
  17. Shooting in the dark... Are you surface painting your sculpt model ? Normals are not applied to polypaint. You need to retopo and bake first.
  18. you need to add seams and unwrap first.
  19. Never saw this before, can you share the project with Andrew? May be is a bug and he can take a look.
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