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Everything posted by Carlosan

  1. http://javisjones.com/2013/training/new3dcvidlayermask-3001/
  2. http://3d-coat.com/wiki/index.php/3.6_Paint_Tools
  3. yeah, mudbox slow development is trying to dont loose the last train car but this train leave the station long time ago... to late for autodesk trying to mimic the competition
  4. Technically, each vertex of a mesh is the origin of the tangent space of each vertex. You provide a tangent basis to your shader by setting up one normal and one texture coordinate (uv) that's the normalized binormal, and one texture coordinate (uvset) that's the normalized tangent. These, together, make up your tangent basis, which is the vector that you take the light vector through to get it in the space of the normal map. You can re-construct tangent from normal+binormal using a cross product if you have lots of fragment shader instructions available. For each triangle on a face the tangents for each vertex of the triangle are computed. If the triangle is mapped (that is, has uv's) and those uvs are non-degenerate then the computation in Per triangle tangent computation) is performed. Degenerate uv's means having a 0 length vector in uv space along any edge of the triangle. If the triangle is either not mapped or degenerate, the geometric edges are used to compute the tangent. When normalized, a vector keeps the same direction but its length is 1.0 The typical code looks something like: tangentLight.x = dot3( light, in.normal ); tangentLight.y = dot3( light, in.texcoord[1] ); tangentLight.z = dot3( light, in.texcoord[2] ); normal = tex2D( myNormalMap, in.texcoord[0] ); diffuse = clamp( dot3( light, normal ) ) * lightColor; However, if you also want reflection mapping, you're probably better off bringing the normal map normal out to object space by using the inverse of that 3x3 tangent basis; either by changing the dot3 to a bunch of muls, or by inverting the matrix before stuffing it into the per-vertex attributes. source http://www.opengl.or...o-Tangent-Space
  5. fill add custom mapping type UV-mapping i use falloff 50% may be this post help http://3d-coat.com/forum/index.php?showtopic=11354&st=0&p=87516entry87516
  6. Preferences General Local Space normalization are you using Normalize B by T
  7. There was an oooold plan about to make hairs and fur using many polygons with alpha mask or lines with transparency gradient. Andrew think that approach is not actual anymore But if it is required, He may resume doing this (of course after v4 release).
  8. Hi If you have open meshes this problem may appear again randomly. So you may press Make closed in import panel. You should import ot as surface, merge to separate volumes = ON With next build this problem will be resolved
  9. shrink-wrapping... was an early softimage XSi feature autodesk is taking all xsi code, porting to the lead apps... just to let Simage rest in peace
  10. Andrew is working on it. In next build will be solved, please test ty
  11. i found a specular channel with weird pixel zones, baked in the same color layer B12C sending scene and the shader used, please install it first
  12. Sorry im using your post to ask for help too I got this problem, pics attached are surface mode - retopo - and merge with PPP i dont know what im doing wrong... but may be is same bug related ty
  13. Tileable Voxel Mode http://3d-coat.com/forum/index.php?showtopic=6518
  14. Supershader ? is not in your default install ? http://marupura.word...8A%95%E5%BD%B1/
  15. are you using the v4_BETA12b ? http://3d-coat.com/forum/index.php?showtopic=10395 render out off centered is an old v3 bug
  16. you can't toggle painting (which REALLY needs a switch somewhere to see the sculpt vs sculpt+surface paint) if i understand well... to see the sculpt vs sculpt+surface paint i hide the painted layer.
  17. - Textures > Import > Normal Map (external NM done with another app) is not working - Layer > Import > Depth (same external NM done with another app) is working Will you check it please ? ty
  18. The Layers0 is used with paint information Layer0 must be empty External Maps must be imported using Layer > Import > Depth Please will you try ? ----------------------------------------------------------------- //OFF TOPIC When import the model http://phtn.me/3dcmantisbug1020 its loaded with 3 UVsets ballBot ballMid ballTop BUT when switch to UVroom only ONE UVset is showed ballBot and the 3 UVsets are listed in the Materials Window ballBot ballMid ballTop Please add +1 to this request. Support needed, ty http://3d-coat.com/m...view.php?id=797 Materials and UV-Sets have the same meaning but you are using different words
  19. cool another one http://www.incendia.net/index.html Incendia is a 3D Multiprocessor Fractal Engine that allows you to explore the realm of the 3D fractal
  20. The supershader project from X, Y, and Z The projection is local or global ? is -may be- better a Camera projection ? ------------------------------------------------ TXTR_TREE01 Have front and side projection
  21. i am in !!! cooooool !!!!! BeatKitano, which is your GMT ? i am at -3 Greenwich ty
  22. this reply was added to the mantis request http://3d-coat.com/m...iew.php?id=1014 ------------------------------- RENDER ROOM Render dont stop Ray for frame number has no action please any1 check ty
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