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probiner

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Posts posted by probiner

  1. Actually just installed an old 4.0 version and the ambient lighting seems to be working on both. So maybe I was remembering something quite old. I Guess the PBR system for some reason overrides it, as it does nothing now, like I remember it didn't in some particular situation.
    http://prntscr.com/5ptwqz
     

    PBR does not function in GL as of yet only DX.  Andrew is currently working on the GL shaders for PBR.

    I see, but should the relief disapearing be reported?
    Cheers

  2. So I paint this test in DX: http://prntscr.com/5ptvzk
    Using the shipped materials. Those on top are the three red plastics in the PBR plastics tab.

    Then opened it in GL: http://prntscr.com/5ptwbo  red became blue

    Same for CUDA DX e GL
    CUDA DX: http://prntscr.com/5ptwjk
    CUDA GL: http://prntscr.com/5ptw72


    I'm using a GForce 760. Any clues?

    I actually runned into this because I was trying to adjust lighting in the viewport. I remember that DX did nothing when you changed the Ambient Lighting, so I went to GL to mess with that, when I faced the first issue. But now I find that in GL, changing the ambient lighting does nothing. Why? The PBR system overrides it?
    http://prntscr.com/5ptwqz

    Plus in GL when I try to check the Relief Only, the model vanishes!

    Cheers

  3. Ah, ok, true,I though it used to be called Voxel Room  :) But you're right, the tricky part is that Voxels are converted to Surface on the fly when you go to the paint room. Had no idea.

    Anyways, I was looking forward more for per pixel painting relief, since it captures details better than SF vertex paint.
    Plus I noticed that the cavity map generated for dense SF isn't that useful for PBR painting: http://prntscr.com/5ptv1s

    Thanks

     

     

    just load an environment map,per pixel painting reflectivity works fine.

    Where do I actually load these maps by the way?
    Thanks

  4. Seems to me that voxels paint doesn't show normal/height displacement and that pixel pain doesn't show reflections but just colored spec.

    Is this true? There's no way to see all channels at play yet?
     

    pixel pain does relief: http://prntscr.com/5pl5dn
    voxel paint does reflections: http://prntscr.com/5pl6pr (relief channel always empty)
     
    Can't have both though... -_-'

    Sorry if this is known, first time I tested 3DC PBR.

     

    Cheers

  5. One question. Is it possible to explode the mesh in xNormal and bake in a similar manner that 3D Coat's "Use name correspondence for baking" works? Or doing it manually one object after another and then combining the normal map is the only choice there is?

    Sorry I don't know "Use name correspondence for baking" rays will only stopped at the corresponding/match object? That's neat.

    I guess you'll have to do it by hand if you want to isolate low objects from catching details or other high objects.

    That would be a nice request though, allow the baking be done in sets,

    Cheers

  6. This is how painting goes now:

    idzQCwP.png

     

    Wouldn't be nice if there was a Facing Angle Falloff on the strokes to avoid to stoke the mesh in very skew angles? While 3D-Coat brushes work fine since they don't work on screen projects but on the normals on the objects' normals, when you work with image projection, which is a very common practice to patch photos onto models, you don't get so lucky:

    9htV1PH.jpg

     

    So, seems like a reasonable feature request?

     

    Cheers

    • Like 1
  7. I feel the knitting of polygons while doing Retopo in 3D-coat could be more streamlined, rely on less tools and more on context and modifier keys.

    I've noticed that there's no Bridge, and Bevel for vertices. No workarounds? :/

    This is where probably having a traditional modeling app with a Retopo setup probably helps a lot, since you have access to all the modeling tools. while constraining the mesh to the reference.

    Cheers

  8. I'll admit it. There's some stuff in 3D-Coat not working as well as I wished and I miss some stuff from both thesen apps. They're also focused on adaptive tesselation like 3DC Surface mode and pack some nice tool that would be great to have acess to with simple clicks.

    Sculptris focus and Carve tool are excelent. MeshMixer has many handy utilities and some neat brushes too.

     

    Any way to inject models in and out?

     

    Cheers

  9. I'm going to make my new pc all in a shop :D And no one around here sells the 580. Neither I see a big advantage of getting a 3 year old card because for having CUDA + good memory bus. The memory thing will give me a nice punch not only in 3D-coat wireframe mode but also Lightwave and other 3D apps. CUDA... nothing else, that I am seeing.
    300€ is the cap for me for the GPU budget. Don't feel for going higher (at the moment) for such. So any nVidia 384-bit card seems to be out.
    Anyway, still a week or two before buy, reading up :)

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