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Posts posted by probiner
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Makes sense. Cheers
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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 -
So simple cube, default brush. From left to right:
A: 0 Gloss, 0 Metalness
B: 100 Gloss, 0 Metalness
C: 100 Gloss, 100 Metalness
Relief: http://prntscr.com/5pu0bh
GL:
http://prntscr.com/5pu02o
Relief: http://prntscr.com/5pu0en (notice the cursor is still aligning with the mesh)
Cheers
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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 -
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
Thanksjust load an environment map,per pixel painting reflectivity works fine.
Where do I actually load these maps by the way?
Thanks -
I stand corrected. Voxels were being scaled and so the density made the material look different. Indeed reflections are working with pixel paint.
I supposer SF mode is Voxels? If yes, ok I see, thanks. -
Kind of defeats the purpose of applying all channels with one stroke.
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Micro poly displacement seems to be the only answer so far... http://prntscr.com/5pldp4 http://prntscr.com/5pllw7
Not great for game models. -
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/5pl5dnvoxel 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
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Apparently is not something that interests development much, it's still hanging there
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http://www.fxguide.com/featured/whats-the-foundry-buying-the-tech-of-adf/
Looks good, but also looks like another 3D-Coat niche out of the window. -
I like the curves in there for initial polys.
Modos Retopology with patching is also nead. Plus the Topology pen is a monster of a tool.
Cheers -
Doh! Was just there... -_-'
Done. -
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
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http://prntscr.com/49py9d
http://prntscr.com/49pxme
By the way how do you file a feature request in Mantis? Can't figure it out, only thing I can make of it is report a bug.
Cheers -
This is how painting goes now:
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:
So, seems like a reasonable feature request?
Cheers
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I normally just got straight to xNormal. Adds more work, takes a bit to get used to, but also give you more control and reliable results
Cheers
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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 -
I guess that's just the way it is hun...
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Thank you!
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I have 2 objects and need to paint 1 with the other in place for reference.
Thing is if I lock the reference the brush can't hit the object to be painted that is under the reference. Anyway to have an object just as a ghost?
Cheers
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Heya. I would like to know if there is a way to be on Brush and press a key, pick a color and then keep painting, like say in Photoshop, one presses the Alt key while on brush and picks a color.
Cheers
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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
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I'm going to make my new pc all in a shop 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
Glow on Emissive Layers?
in General 3DCoat
Posted
Would this be a nice feature request or useless eyecandy, or something Andrew is working on already?
Cheers