Jump to content
3DCoat Forums

artman

Contributor
  • Posts

    2,231
  • Joined

  • Last visited

Posts posted by artman

  1. Generally it is insered everywhere.

    Exception is primitives tool that does same thing in similar way, but a bit dipperenly because a bit different input required.

    To Center mass and To Main Axis would be a lifesaver in Pose tool Transform gizmo mode.

    Its very difficult to do some operations wihout those 2 functions. Please add if you can.

    (it would be even better if it had ALL options that are in transform tool)

    • Like 2
  2. Thanks Carlosan!

     

    I do mean that, but for Depth there's no mode that completely overrides underlying layers. Max.Depth has an effect when your depth is strong enough, but there's no Override.

    I asked Andrew about it a while ago and he has an idea of a new blending mode for depth that would solve this and the way he talked about it, it seemed easy for him to implement. I will remind him about it before 4.5 release if he forget.

    • Like 1
  3. Updated to 4.6.beta7

    - Convert old materials should work correctly

    - several clone tool problems fixed: clone from outside area, correct blensding of color and gloss/metal, "through all volumes" works correctly.

    - Import gloss/metal has now channel picking dialog.

    - thumbnails will refresh more adequately - when layer or it's blending options are changed.

    - Blending options for layers are oganised better, opetions separated into sections, gloss and metalness has now same options.

    - In lock panorame mode screen refreshed when you rotate panorama. But panoramas management is still under construction....

    Clone tool works AMAZING !!! congrats, really big issue solved. :)

    We can now use it to properly break or reorganize painted pbr details across model.

     

    Also Layer Blending modulations all work on export now!! 

    (for users who did not notice,previously all layer blending modulations to glossiness would not find their way into the map on export.

    It only affected glossiness display from inside 3DC....was really important to fix imo.)

     

    edit:awesome !! Layer folders comaptibility with glossiness/metalness fixed too. (you forgot to add it to beta7 fixes list)

    Its getting really close to a solid 4.5 build.

     

    now almost only Clip masking issue missing....do you have idea how to fix?

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

    to other users:

    I cannot use the Transform gizmo inside the PBR preview window. Preview disappear or is displayed wrongly if I use gizmo instead of nav bar or

    if mouse/stylus cursor enter pbr preview widow while scaling/moving using the nav bar.

    I am the only one with this issue? Can other user confirm please?

  4. Thanks artman for the help and infos.

     

    I bake now AO in Blender and send it to 3d coat.

    The baking in 3d coat for PBR material is unasable as far as i see, as long as you work with Lowpoly objects only.

    I dont understand what you mean by "unusable" you dont need any baking with pbr materials on lowpoly,normal map is taken into account inside cavity map just using Fill tool is enough no baking needed...

     

    edit:or you mean you can't get AO map for pbr material creation...thats another matter.

    PBR  material themselves works really well on lowpoly meshes...there is surely a way to generate good AO using only lowpoly in 3DC. Beat seem to say it looks fine when baking it from itself in Surface mode....maybe you should try that.

  5. Thanks for the reply.

     

    As you say, i have a hard surface object, from Blender.

    Is there a way to bake a correct AO map in 3d coat from the lowpoly?

    I could bake it external, no problem, but it would be nice to know.

    i never baked from lowpoly I dont know what best route is.... there is probably some good tutorials on the net.

    Personnally I always use Xnormals but I bake from hipoly , I dont know how results looks like when baking using lowpoly mesh...anyway calculation must be pretty fast so making  a few test should not be an issue....

    I also recommend looking into Knald it seems like a pretty cool app to generate Ao maps.

     

    Edit:Ok,from 3DC personally I would merge to voxels to hi polyount....bake AO from paintroom to vertex paint then use  lowpoly as retopo mesh  for baking.

    Advantage of this method is you can bake multiple rays/settings to different layers and choose what is really the best for your intents.

  6. Little question

     

    Some PBR Materials need a Ambient Occlusion Map.

    If i use the normal way, Sculp, Retopo, UVs and Baking. I get a nice AO.

    But if i start directly in Paint Room, the AO gets createt, but i dont get the same good result as i get if i bake it from Retopo Room.

     

    Long story short, what is the correct baking option in Paont Room to get the same result is get from Baking in Retopo Room?

    Any help would be nice.

    its because its creating the occlusion from the low poly wich is not interesting for occlusion...unless in some cases when using lowpoly simple hardsurface elements,

    Unfortunaltly you need to still bake from retopo but you can export map and use it anytime you want or even bake externally using another app. What I mean is anyway you do it you still need to bake from hipoly to lowpoly.

  7. Am I correct in thinking that only the DX versions of the new 4.5 BETA are to be used, as when I try the GL CUDA version it still has an .exe from version 4.1.7D in the download and install (from the latest link at the beginning of the thread)?

     

    Cheers,

    Ricky.

    Yes,use DX....GL build is on its way,Andrew needs to update shaders.Should be soon now.

     

     

    For PBR:

    Is this right: The masks are not working as long as I have no ambient or cavity pre calculations?

     

    Should not the overall pbr layer masks work always?

     

    Or did I made a mistake in the settings?

     

    Seems like a bug to me. Masking should work whether Cavity/Occlusion layer is there or not.

  8. Just wanted to say how great the bundled pbr materials are :)....its really a very complete and nice set to start doing some very cool texturing straight out of the box,also very instructive once you start looking into them.Great job from Mr. Davyd Cryunreal ,I hope more of those will pop up as updates or purchasable libraries.

    One annoying issue tough is I still have some problem with previewer sometimes it feels it is not refreshed or does show properly when scaling/moving the cubemapping.

  9. Okay, but this is a destructive action.

    well ultimately they are gonna be collapsed anyway,no one uses blending modes with multiple gloss maps in rendering engines.

    (unless you set some nodes to do that but I think its very unlikely usage of gloss in the Industry(game/films) althought I might be completly wrong there...) Anyway, if you still want to work on older work in progress projects and fiddle with PBR at te same time I can see how it can be a real problem,it would be great if they were compatible,I did not try either anyway so I dont know what happens.....

  10. With specularity blending modes gone in PBR 3D-Coat versions, has anybody tried to load a textured scene that has spec blending applied to one or more paint layers? I'm concerned about backward compatibility of the PBR version with some scenes created in 4.1.x-.

    I'm going to check this out later, but maybe some of you guys already did it?

    here is reason Andrew sent me during alpha stage concerning gloss blending modes removal:

    (seems introducing metalness complicated stuff a little bit...)

    For example painting with just metallness without gloss change is very problematic because pixel opacity is common for both gloss and metalness. It is treated as common reflectivity channel.
    I removed gloss operation because gloss/met is applied with per pixel opacity, so next layer g/m overwrites previous one with alpha blending.
    I may generally restore blending modes for gloss, but Imagine - how to fit it in UI... Even now is ugly.
    Then blending for metalness required as well.
    So I don't even know what to do...

     

     

    Hopefully solution will somehow manifest itself....

    • Like 1
  11. Hi folks,

    Is there some way to bake texture into vertex color and export model with vertex color information?

    Now I'm using Maya + Turtle, but i'm looking for some alternatives.

    easy ,...export object along with texture in .obj (.mlt file needs to be there as well I think)

    Then Import for Vertex painting from start up choices or file menu....3Dcoat will automatically bake texture to vertex on import :).

    (I assume you are aware of how much polys you'll need to preserve texture original details)

     

    ..then export as .obj or .ply. Vertex paint data will be in file. :)

    • Like 1
  12.  So zbrush is not an option.

     

    if Zbrush is not an option...  why do you ask Zbrush or 3DCoat?? :)

     

    You can reach higher levels of details than Zbrush with same amount of memory in 3DCoat because of adaptive tesselation (LC) unless

    you use Zbrush HD geometry which is almost unexportable and impossible to bake.... 

  13. Materials  painting Conditions now added to the main color/height limiter in paintroom. :)

    (so now they can be used in a paintroom layer based workflow....really usefull for ex : to paint edge wear on separate layers  to go back and tweak seperate elements individually...sometimes such control is needed especialy when there is change in art direction)

     

    also view modes updated to the current pbr channels!!

     

    some more great steps toward 4.5 final build!

    • Like 1
  14.  

    Hi all - I just recently upgraded from V3 to V4 and I am now running V4.5 beta2 in order to evaluate the state of PBR painting.

     

    However I am seem unable to setup the program to display the materials and shader properly - I am probably missing something obvious due to my lack of experience with the software.

     

    The instructions read as follows :

     

    "Use [Camera]->Background->Choose panoramic image

    and choose any panorama from Panorama folder

    Othervice PBR may be rendered incorrectly!

    Use PBR shader in voxel room as well."

     
    However there is no such thing as a "Choose panoramic image" menu entry ; only "choose environment map" and "use environment map" and they seem to not do anything, even when pointing to HDR_RiverRoad.exr. Moreover, the instructions mention a PBR shader in the voxel room, but I hoping to use the PBR workflow with realtime models with normalmaps, and not voxel models ... Now the new dynamic material themselves seem to react properly, detecting proper cavity and edges when applied ; but I am stuck with a realtime preview in the viewport without any reflections or advanced rendering.
     
    2015-01-0100_46_04-_zpsa03211f3.jpg
     
    I am running "3D-CoatDX64S.exe". I suppose that 64C means cuda and 64S means standard, but what does 64SF stand for ?

    On a side note I also unpacked 

    materials.3dcpack and masks.rar from the Gdrive directory - but I am not sure if this is necessary anymore with 4.5beta2.
     
    In short : I would like precise, step-by-step instructions in order to fully enable PBR mode, written for someone technically savy  but not necessarily familiar with the specifics of the 3DCoat interface :) (I should also probably mention that I am familiar with PBR workflows already, coming from Substance Painter and Toolbag2.)
     
    Thanks !

     

    In PPP painting (painting on lowpoly with normal map) default display shader is pbr ready, nothing needs to be chnaged there

    also it seems Panorama was renamed to environment so your setup is ok there too....

     

    The only thing missing is you did not enabled gloss channel (the little blackish ball beside the green color ball)

    Without it you wont see either glossiness or metalness in your painting.....

×
×
  • Create New...