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artman

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  1. I reported this to Andrew in my alpha testing report,hopefully a solution will appear until final build.
  2. there is, Windows-pop ups-Color Swatches..there you can load a .aco pbr palette made in photoshop .
  3. just tried baking pbr from vertex to ppp...wow,it works very well ,I really though baking was not ready yet.
  4. by nested you mean in folder? metalness is currently not compatible with layer folders.... Btw its much more fun and safer in ppp than in vextex mode....especially because a lot of the coolest presets have depth channel enabled. Also you can import any mask you want by "replacing" the AO or Cavity map...3DC does not care if its not really an Ao or cavity map its gonna let you use whatever file you feed it..
  5. you need to assign the pbr voxel shader(I assume you are in sf/voxel mode)
  6. Marmoset is a renderer and has much more features to display nicely your work made in 3DC than 3Dc itself (ex:skin shader,post-processes ect...) So there is great benefit to having both.
  7. I loaded quite a few HDR in .exr already,it works fine on my side.
  8. its called masks.rar...just extract and replace files from 3DC directory. Its Alpha not beta so lots of stuff still in development on Andrew's side.
  9. no,masks are loaded...in the mask slot. Like you would in 3Ds max when loading a map in th opacity channel. Its a tile...paiinting it real time would feel weird, it is tiled tons of times across your model,it would not feel like painting a mask on your model....as I wrote before you need to prepare you maps before using the editor and the masking map is an important layer to prepare...(you can use noise for masking if you dont want to bother painting one) (you can get away with just noise,color values ect without feeding image sources but you will hit a wall sooner or later ,maybe if Andrew implement Voronoi noise to complement Perlin more effects will be obtainable ...but maps from image sources are very efficent (especially if you use Bitmap2material) but to answer GregP question too...you will still be able to paint mask in paint room and use them as clip mask in Layer blending tab to mix between the different materials that were filled. (like substance Painter) (currently metalness and gloss are not properly masked by it but Andrew seems to not have touched this aspect of things yet, he said most of channel copying/clearing functions ect.. are not done yet. Im 100% confident clip mask will be compatible with gloss and metalness in final release build)
  10. it works with vertex paitning you just need to select the pbr shader in the voxel shader list (depth/normal painting is not available yet but metalness works fine.)
  11. Im still very fond of "Coatings"..... ex:Here are 20 new coatings for 3DCoat 's coating tool. But Custom PBR Materials is very good....Composite materials too... I dont like Patina much....I dont know why ,probably I just dont like how it sounds....patina,patinas...I just dont like it. Anyway its not that important...I remember profoundly disliking the word "autopo" and it does not bother me anymore at all... (probably because I dont use it much anymore too..haha ) What I mean is once Andrew has made his mind we'll all get used to whatever its gonna be called....
  12. personnally i would let go of the "smart" ....(just my opinion here) They are not really smart. You need to be the smart one. You need to prepare/feed good maps ect.... dDo are "smarts" because they adapt to texel density and mesh shape and also generate most scratches/weathering themselves.... In 3DCoat its just cube-mapping.....cube-mapping is not really smart but it does a better job imo because it does not give a damn about UV seams/shells. Also what I like much more of 3DCoat than dDo is the instant feedback, no PS scripts runnings... its so much more about your mesh. dDo needs a objectspace normal map to understand directions and a gradient map too sometimes... 3DCoat in that regard is much better. I just hope people wont be too disappointed to find out they needs to prepare their maps first,metalness is especially important.. . it does require some skills or the use of libraries like megascan or apps like pixplant or bitmap2material (50$...really best tool to work along 3DCoat with this new feature (pbr previewing and metalness map generation is essential) (btw metalness map is easy to prepare if you know how to use keying/magic wand ect..its the easiest,roughness/gloss are little harder to get without 3D previewing or some values chart) Perlin is cool but I hope Andrew will implement other kind of noises/fractals for masking (there are already quite a bunch in Fill tool) or even maybe eventually implement a tool like bitmap2material that allow extraction of tillable maps from photo/image with synched metalneess/roughness/albedo ect.. Its probably not so hard for Andrew to create;the base funtionality of those tools is always the same. -Normal map extraction always have something like 3 sliders small/large and medium details ect... -Albedo always have some sort of light/shadows cancellation sliders, hue/contrast controls ect.. -Roughness/gloss always seem to be somehow derivated from normal map with intensity/spread control.. -Metalness is just keying a color from base image and replacing the operands with white/black values.. All this of course previewed using PBR(or not) on a basic primitive like a cube or a cylinder with IBL cubemaps for lighting. Making sampled image/photo selections tilable is probably the hardest part . In that regard Pixplant is vastly superior to bitmap2material its just a shame it does not use physically based previewing.
  13. No ,there is nothing that is procedural. Conditions are just "masking" your layers.
  14. No,there is no procedural stuff involved. Basically you need to prepare some maps first....tillable maps work the best. ex:gloss,metalness,a bump or normal map,a mask ect... You can make those using photoshop if you have some skills but the best is to use programs like Bitmap2Material or Pixplant. Its gonna let you extract all synched maps from a photo/image and make it tillable. Bitmap2Material is really the best app because it is previewing using PBR. The magic is cube-mapping....it allows you to "apparently" seamlessly apply your maps all around your mesh with one click using fill tool...but you can also use other projection modes (plane,spherical and uv-mapped ect..) You might want to use Uv-mapped method when pattern needs some direction...cube-mapping is really good for noisy/chaotic textures (that feels procedural) but is less good with flowing,directional stuff... Now what is really new is the conditions and the layering system(...cube-mapping was already in the old "material" tool.) We can now add multiple layers (each of those layers are combinations of the maps mentioned above) And you can use conditions to tell 3Dcoat how you want those layers to be applied. (ex:masked or not ,More on Top,More on convex/concav,Ao based,cavity based ect...) By using different layers with different conditions you can create very powerful "materials" that can be applied with one click if cube-mapping is used or you can manually paint it through projection like we always could before.... You can save and share those as presets in .pak format using 3DCoat Add extension from file menu. To make a comparison ,Its a more powerful version of Substance Painter projection tool. Its really not like ddo it won't create/generate the scratches for you ...But I find control of placement and scaling a lot more efficient than in ddo...
  15. most of those feel really strange in english... "smart pattern" and "smart coating" are the best ones....they do not sound too strange. What about just calling the whole module the "Coating tool" and shared .packs are "Coating presets"....? It sounds good in an instruction manual or in a promo video.. Anyway I think once its settled and people are used to whatever name will be picked its gonna be ok....it could really be almost anything..stamps is just too limiting. The best of course would be "multi-channel projection" tool but its too long.....haha,not so easy
  16. Smart Materials is really a good name but I dont know if he's aware its already been picked ...
  17. Smart materials is really good name but....its somehow been coined by DDO....they probably did not register that but I still think something else should be used .....I think the "Coating tool" is very good..(but you'll probably find it too cryptic) but its really what it does and its tied up around what 3DCoat was in the beginning "a multi-channel painting app" .Its really a tool I feel...various mode of projections are in there,it has a gizmo for placement,the layered multi-channels are just integrated inside it but its really a tool....Pixologic were never afraid to be bold with some naming choices like "lighspot"(nothing to do with lighting) and Paintstop (little mix between Pitstop and paint) so I think "Coating tool" is pretty cool...but Im not gonna push further with that name...at this point anything but stamps will be better. In Substance Painter its simply called "projection"....feels like a "painting mode"...which is how it behaves in 3Dcoat too.
  18. Cycles is not a physically based renderer I think....(there is no energy conservation) unless you use this shader (which seems a little experimental) http://blenderartists.org/forum/showthread.php?344533-PBR-Shader&p=2695511#post2695511
  19. I made quite a few tests using Unreal4 and 3Dcoat and it worked fine... .I dont understand why you say 3DCoat is not compatible with metalness workflow.... -Metalness is easy as it get ; black and white..0,1. (its highly recommended in UE4 docs to not make materials partially metallic using midvalues) -Andrew already stated we'll be able to export roughness without need to invert glossness... -And exporting a base color/albedo from Coat is as easy as it get too... I really don't see the problem here. Unreal4 documentation is pretty clear as to leave the specular slot empty....
  20. ...haha,so it seems Tomas is no longer with Pixologic. Really cool stuff,it seems tough to have the limitations of voxels with smoothing creating holes and thin surfaces ect... but it seems less resource consuming than voxels. anyway, implementing this kind of stuff is one thing getting solid brush behavior is another..... (although he did nailed the essentials tools needed in Sculptris) We'll see...but Im not really worried for 3DCoat, (just realised this thread is really NOT at the right place...Javis I think you should move it )
  21. For skin shading...SSS is needed. Andrew already wrote it was planned. (this is what I meant when I wrote "answer is in previous page")
  22. (this is based on my experience from the early build I tried...maybe its different now) Any information about the lighting system ? pbr shader in 3DC paintroom uses IBL system with cubemaps/panoramas like substance painter and Marmoset TB2 In render room you can still add old lights on top of it if you want... Geometry response to light, using illumination models. Bilnn, phong... how the materials are constructed in paint room ? there is no "materials" in paintroom ...it uses one pbr shader...you tweak maps ,you dont create "shaders". Exactly like TB2 or substance painter (you can choose 2 more shaders in SPainter...Toon and pixilated) In Unreal 4 there is one basic shading model with 4 modes (unlit,default lit,and 2 SSS shadings) ex:Unlit is for emissive ,default lit is basic pbr shading (like 3DCoat paintroom pbr shader or TB2 ) and the 2 SSS are for skins and waxlike stuff,,, Andrew already stated SSS is on the way... The basic blinn,phong ,Lambert are not pbr shaders...because they are not energy conservative shaders. "The standard Lambert diffuse response can emit more light than it receives. The standard Blinn-Phong specular model can either lose energy or gain energy depending on the specular power and color. If you just add the diffuse and specular responses together, materials can also emit more light than they receive." Although it seems tweaked Lambert-Blinn-Phong shading models were made that are "physically accurate" . Actually ,there seem to be 2 main PBR models; the Lambert-Blinn-Phong BRDF and the Disney BRDF model,the disney model is based on the Torrance-Sparrow microfacet specular model +Lambert model with some tweaks for Diffuse. ..anyway this stuff is too complicated for me to understand.Andrew would surely explain better. You can read here its interesting still; http://www.rorydriscoll.com/2013/11/22/physically-based-shading/ Will materials be combined and could now create multishaders ? It does not seem like it ,anyway there is no such thing( in Unreal4 for ex) as "multishaders" In Unreal4 there is layered materials. and basically its just masks that you plug in your nodes to blend between materials layers. Nothing stop you from making those masks in 3DCoat and load them in Unreal nodes. (again just so to be clear ...in 3DC we'll be painting multichannels/multilayered stamps not making "shaders" ( exactly like substance painter...) And what about environmental maps ? or HDRI use ? it is the main way to light your models in 3DC pbr. (again like substance painter and TB2) I tried a few image formats and they all worked very well... (although I was unable to get full panorama rotations...seemed to be stuck at 180) Again all this is based on my experience from the early build I tried...evrything is subject to changes. I guess we'll see in a week or 2...
  23. Fuzzzzzz of course it can be metalness/glossness...For example Marmoset toolbag 2 uses glossness instead of roughness . It can totally be inverted and used as a roughness map as Andrew explained.Both Gloss/Roughness define microsurface...they are inversely equivalent. . Fuzzzzzz, here is exact instruction for PBR from Marmoset: "For users experienced with modern game engines which use physically accurate shaders, there may be some slight differences in workflow. If you have content created for an engine that uses a Roughness Map, where dark values equal glossy surfaces and bright values equal rough surfaces, load your Roughness Map into the “Gloss Map” slot, but be sure to enable the “Invert” check box"
  24. I really dont understand how you prefer texturing in Zbrush; there is no way to paint in either normal map channel or specular channel ,no blending modes for layers,really crude photoshop interaction,extremely undeveloped layering system.... nobody I know in gamedev uses zbrush for texturing ,only sometimes to polypaint a diffuse base . Lets say you have to paint for Unreal Engine 4 ;how can you effectively preview metalness painting without pbr support? Zbrush does not even support IBL cubemaps....
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