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Posts posted by insignet
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Request If I bring in a primitive to the sculpt space and click on models. I get the option to create a cage ( which is great ) BUT when I try to move the cage points the Gizmo appear directly over the point i want to move, this is fine if you want to move with the gizmo. However moving without is more artist friendly, its really frustrating having the gizmo pop up under your cursor everytime you're trying to simply move the cage. Could we have a Remove All Controls added to the drop down list?
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Testing 4.9.31 DX - Create a Vox Object
open shader tab and click on shader - the vox object disappears
Alt-click and the shader updates as it should
anyone else confirm?
Thanks
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Is it possible to use the new curves implementation to allow a user to place Hair Cards ( UV'd Geo from the Retop Room ) smoothly along the curves ?
The curves themselves are a great addition, it seems they would be perfect for this type of work?
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Its a valid point, but why not jump into blender for modelling, sculpting, retop, UV 'ing and rendering? Isn't that free also?
44 minutes ago, L'Ancien Regime said:He could just add on a more complete set of Renderman controls into the 3D Coat interface we already have. It's free, it's top quality. No need for more than that.
I agree with you... make the render inside 3DC more robust, if that's a bridge to another render app, then great ( as long as its a full implementation of course )
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14 hours ago, AbnRanger said:
Amen. Amen. Visible, Transformable Cameras and lights, SHADOW-CATCHING (hopefully a reflective, too) MATERIAL, and true light emitting material. Would also be great if there was a full-viewport rendering mode, in the Paint and Sculpt Room. When sculpting/painting, it pauses rendering, just like the Smart Material preview does
I agree, current render is ok, but its way behind the competition. 3DC has got a good reputation among concept artists, but most seem to use Octane, etc to render. It would be great to have a more robust render engine to keep 3DC in pipeline for longer. IMO
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Looked at the save path 4.9.09 ... I'm still confused by where its saving exactly. If for example I specify the desktop as destination for renders, it seems to put it in a Renders folder?
Tested Depth Pass etc... I still get alot of banding, can't really use it in its current state, again hopefully it will be addressed.
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Thanks...I will check it. Has the banding been fixed on renders? I got alot of gradient banding in depth pass/ fog pass etc
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I've been looking at the rendering also. I was very excited about the render, it is odd the way it saves the render ATM. When you save your render, it seems that you are saving your output, but you are creating a folder to place it in. Anyway... only BETA so it'll get some polish soon.
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On 10/25/2019 at 8:27 AM, insignet said:
@carrots I'll try to send a screen shot later, but I'm getting alot of banding on the depth pass. I've raised the samples etc but I can't get a smooth result. Like I say - I'll post an image, just wondered if this was a known issue.
Kinda replying to my own post here regarding the Banding on the Depth Pass. It maybe user error, but here's a screen grab of the problem. Like I say I may have missed something on the setup, but I don't get a smooth transition.
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@carrots I'll try to send a screen shot later, but I'm getting alot of banding on the depth pass. I've raised the samples etc but I can't get a smooth result. Like I say - I'll post an image, just wondered if this was a known issue.
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@Andrew Shpagin - Fractures is very cool and should be developed more. Its in line with Quixel Mixer and Substance Alchemist. Powerful stuff when combined with the tiling texture instances.
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I agree, the development must keep pace with other software such as Substance Painter. It gets polished and small changes added - such as the environment baker, which is great. Sculpt layers adds so much and is a killer feature, pushing 3DC forwards. I work for a games company and I've pushed 3DC, many have adopted it but they still revert to Substance for PBR texturing ZB for sculpting, and the results they get are very cool. When it comes to hand painted they'll use 3DC. The sculpting features are important to keep pace with other apps and its important to plug gaps such as why users want to use Substance over 3DC for PBR related work. Don't get me wrong - whats in 3DC ATM is very good... but having a piece of software that takes on so many other apps in its functionality - ZBrush, Substance, TopoGun etc its important not to take your foot off the gas and push forwards on all fronts.... not to start creating alternative versions, else you'll eventually loose the customers. I think that's what AbnRanger means?
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Completely missed this before... thanks
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We already have 3DC internal render engine plus the new Renderman implementation. However I saw this open source render from Radeon which is pretty good and free ( I'm not sure with Renderman if you can use the rendered images in a commercial project? ) If not then the renderman implemention is limited to hobbiest and portfolio renders ) Maybe the Radeon Render Pro would be a good alternative?
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I was trying the GL version so tested the DX version and it worked fine.
Thanks
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Anyone else having issues with the Light baking option in the paint room? I'm getting coloured noise... the attachment shows a little noise, but i'm sometimes getting ALOT. Happens with other settings to e.g. Render light from render room.
Im using a AMD Radeon Pro WX 7100 Graphics Card ( not sure if thats the issue - not being Nvidia ?)
to reproduce:-
1. open new vox scene and select the head.
2. goto paint room > texture > light baking tool
3. select map type as subsurface scattering ( leave all defaults )
4. hit ok
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Is anyone having trouble with Renderman on the Mac? I've installed latest 3DC Beta and downloaded - installed Renderman. I can open RM etc and have it working, when I switch to Renderman in the render drop down 3DC tells me its not installed. ( btw Marmoset Toolbag 3 now has python scripting - would this help in using MT3 as a App Link render? I'm not into code etc so i have no clue ) I'm a big fan of the native render engine in 3DC, but I think having options like Rendman, Keyshot, MT3 is a big plus. Renderman and Keyshot are quite expensive though for commercial versions.
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Which Graphics cards are the best for use with 3DC? Nvidia GTX 1080 or Radeon™ Pro WX 7100? I'm using 3DC for high poly and low poly work. Any thoughts?
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I've downloaded the latest .31 Are the square alphas under the Stencils Tab or Alphas Tab? I have no folder for Squares under the Alphas tab.
Update: Ok just saw the tutorial I actually thought I would be able to create square alphas using the curves in the same way we can create circular ones.
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I recently added a tutorial to demonstrate how to use 3D-Coat to create a simple vehicle concept. Part 01 shows how to create the wheels and wheel base, part 2 will continue by demonstrating how to create a basic shape for the body of the vehicle.
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3DCoat 4.9 BETA testing thread
in New Releases, Bugs Reports & Development Discussion
Posted