Jump to content
3DCoat Forums

The Candy-floss Kid

Advanced Member
  • Posts

    698
  • Joined

  • Last visited

Posts posted by The Candy-floss Kid

  1. Maybe Autopo for PPP is supposed to leave me in the retopo room? I got the impression from Greg's earlier post it was supposed to be a one click method for getting all the way to the paint room.

    Eric , yes it should take you all the way to the paint room.

    You should be seeing these two dialogs attached below once the retopo stage is over

    First the bake to normal map post-2166-0-13934300-1332371612_thumb.jp

    Next the sizes and preferences for the uv mappost-2166-0-78715100-1332371625_thumb.jp

    From there it goes through it's process and finally transports you into the paint room as you suggest.

    For some reason I expected "bake color there from all volumes" to work with the colors produced by the shaders, but now I see the purpose is for the vertex colors applied from the paint room. It would be great if 3DC also merged colors from the shader to the target vox layer, but I have a feeling it doesn't.

    It doesn't as yet as far as I'm aware but having this functionality would be useful in some scenarios I do agree.

    I didn't notice this before, and I think maybe what was happening to me before was the merged voxel layer that had no color was being made visible and then used as the source for color for baking to the paint room

    Not totally sure what you mean here Eric , but part of the process is to take the vertex color + shader info , the surface detail as a normal map and bake it from the voxel layer being used in the process but not it seems from any other voxels layers information as I have myself learned. Switch to a white shader in your test to double check you have no vertex paint applied before operations. I wonder if something like this is causing the issues or maybe whether in a test - you did perhaps carry vertex paint info over to the merged visible volume's color info via the "bake color there from all volumes" operations before you ran a Autopo for PPP?

    For the time being I use vertex painting only for creation and rendering in 3DC and adore it's immediacy for this.

    For most external duties I move over immediately to retopo by hand, creating uv's and texture mapping and skip vertex painting as I see it as putting off now what I will do later.

    With regard autopo , I often prefer to export voxels as a low poly .obj asset as I find I can get better control of mesh edge definition/ details ( than I can with autopo +normal maps ) - these I bring back in for uv's and texture. Using 3DC in this way is very much like using ZBrush's Decimation Master. You can further enhance your low poly export with surface details captured from your merged scene voxel sculpt via a normal map generated from the voxel form as in this great video by Javis.

    With regard vertex paint , I'm guessing that it's purpose could be seen somewhat like ZBrush's polypaint i.e paint now and transfer later should that be your preference to allow the greatest creative flow. From what you say that is the route you would prefer to take.

  2. Incidentally, I have yet to see any functional result from using the "Bake color there from all volumes" command. Under no circumstances of the many, many permutations of trying to get this stuff to do what I want have I ever seen this have any effect at all. I am sure I'm not doing something right, but I do wish the program could give some feedback to help me understand how to use it correctly. If there is a link with more info or video somewhere that shows how to use it I'd like to see it, I've looked but haven't found anything.

    Thanks again,

    Eric , I'm starting to feel more akin to Shaggy or Scooby in all this mystery but as far as I'm aware "Bake color there from all volumes" does transfer just the vertex colour info to a merged visible form. So all forms visible that have vertex paint on them will transfer their color info to the selected layer with the merged visible composite form when you right click and select "Bake color there from all volumes" .

    It wouldn't be the first time I've been wrong , nor the last :-) and despite my ineptitude isn't nice not to feel so alone in the journey?:-)

    • Like 1
  3. Actually, you can apply a shader to any Voxel Layer and go to the Paint Room and apply paint or a material on your sculpture, return to the Voxel Room (or Surface Mode), and run the AUTOPO routine (AUTOPO for Per Pixel) and, after waiting a few minutes, have a fully baked rendition of your Voxel object (now a mesh object, but still retaining shader "paint") - ready for "actual" texturing for export purposes (in the Paint Room).

    It is simple and it works. Give it a spin.

    Greg Smith

    Aha oho , so indeed you can!! Thanks Greg. This is better than Scooby-Doo.

    So the shader or vertex color info to bake via an autopo must belong to that voxel layer itself? in my naivete I thought it was possible to bake shader color info from all/ any visible layers to the merged visible volume autopo bake.

    So is there a solution to Eric's question i.e baking shader texture from more than one voxel form to an autopo from a merged visible composite?

  4. Eric, as far as I'm aware you can only bake vertex color information to merged visible voxels and from there to an autopo or retopo via a merge with NM or similar routine - but not as far as I am aware the color information from the shader itself.

    The "Bake color there from all volumes" bakes the vertex colors of visible voxel objects in surface mode to the merged visible voxel form

    Phil does state that you can bake them from shaders but were that true it would follow that you would be able to transfer/bake this on to an imported mesh or an autopo mesh.

    You can bake them from the voxel room, but otherwise no, they can not currently be used on models imported for painting.

    Perhaps send Phil an IM and if it is possible, please do update the thread here for the benefit of other users.

    Myself - I can't see any setting to first transfer shader colors to vertex colors to allow such operations as you describe.

    As vertex painting is only just being rolled out via Beta updates - definitive information is perhaps still a little sketchy at this point.

  5. A simple request -the Grow Tool still does not remember it's last user settings which means that each time you use it on restart you have to dial it down from 100%.

    The Grow tool is a fantastic tool but set at 100% it is too hurried in it's response and perhaps confusing to first time users .

    Dial the setting down to 50% as default and allow user setting to be remembered to bring it into line with the other brushes that do remember user settings.

    • Like 1
  6. Yes this recent release addition to LiveClay is a much needed and good start.

    Having e-panel settings recorded with brush presets would also be very handy too as e-panel settings much like falloff and focal shift greatly effect the nature of brushes.

    As to future releases we can but wait and hope that a system that allows for greater control and recall for personal brush sets is implemented within version 4.

  7. Thank you all so much. The Pod Dweller Is definitely the direction I will take with regard finishing my work and when I realized I could import my Photoshop brushes well I believe I squealed with delight - or was that cackled? Both I think :-)

    Until vertex painting I had never really explored the painting room of 3DCoat only it's uv capabilities for export - using it has felt very natural and comfortable I must say.

    My nocturnal love affair deepens methinks - what a splendid tool it is.

    I find myself increasingly dreaming of never using polygons again.

    To set a bigger stage , to have further options for moveable lights and pre-render voxel proxy on scene objects and instances that allows for real time scene rendering for more complex scenes would be amazing.

  8. Having lot's of fun playing with vertex paint at the moment to create painterly effects using modulated fills with hand painting and freeze mask blendings.

    Thanks too AbnRanger inspiration I imported some of my photoshop brush files for the first time to further enhance the textural feel.

    All in all I've found the experience of painting in 3DCoat highly rewarding and great fun. It feels like painting in 3D.

    Sculpted ,painted and rendered in 3DCoat with two lights in one evening - 10 minutes post work and jpeg prep photoshop.

    I call this little fella "Pod Dweller"

    post-2166-0-50605000-1331957809_thumb.jp

    Here's my other most recent piece called "Sitting Pretty"

    This piece too was realized in one evening. I'm a busy Father and prefer to spend time with my family :-) . I follow the work smart , not dumb principle - fueled by tea , biscuits and heavenly music.

    I did this prior to working with modulation fills as a textural resource.

    post-2166-0-76504300-1331958715_thumb.jp

    • Like 4
  9. Also: recent reply from AbnRanger on transferring vertex color to 3D Scan data:

    snapback.pngkosmarnik, on 13 March 2012 - 01:20 PM, said:

    Hi!

    I'm evaluating 3dcoat for use with 3d scan data.

    I have a mesh with vertex color but need to bake it into a texture.

    3d coat has recently added vertex color imports, and it does import them properly, but Ivery confused on the workflow needed to convert them to textures :|

    Any help would be appreciated!

    Thanks!

    " What I might try to do, personally, is export (from the Voxel Room) as "Projected Quads." This will give you a nice quad-based mesh. Now, go to the Retopo Room and click the Import button in the tool panel..find your newly exported quad mesh > Retopo Menu > Merge to Ptex (Ptex is essentially an elegant Auto-UV toolset). Once everything is baked, you can see the model in the Paint room. If it looks good, you can now export from the Paint Room. The texture maps should be placed where you save the mesh.

    Give this a try and see if it works for you."

  10. IMO it's this OSX 10.5 compatibility that messes everything

    Were that true Michalis we would not be so consistently confirming each other's issues.

    It would be marvelous if you could post narrated or annotated videos of the issues so the team can see immediately and with greater clarity what needs fixed?

    Your deep user knowledge and exactness will help shape events far quicker I am sure .

    It strikes me that written/ verbal descriptions of issues are far harder to realize in the minds of busy people than a concise video demonstration.

    Shout and stamp your feet by all means - it will add a little spice to the videos :-) Things would be dull without your spirit. The oyster needs it's grit to create the pearl.

  11. M, are you attempting to reduce the polycount via an autopo routine based on a voxel or do you mean reducing by exporting the voxel object?

    I ask because you screen grab shows an autopo mesh which is an automatic quad based retopology derived off the triangulated surface/ coat of your voxel.

    Autopo as a rule I would say is better for organic forms and not achieving geometric forms but the reduction for autopo routines are adjusted within the autopo process and not related to voxel resolution if that helps.

    Your screen grab also shows you are in proxy mode which is merely a temporary voxel surface resolution reduction to modify high resolution voxels quicker - this is not the same as the actual voxel resolution and I wonder if this is confusing you?

    Please confirm and I'm sure someone will be of help if they haven't already by the time I have typed this out.

  12. Hi Ruth, I can't seem to find a model on my system called gnoll or wolfman to see if I can quickly repeat your issue or steps on the Mac.

    Is it only this mesh that is causing issue and none other?

    Btw your inability to post more than two post or edit your profile may just be a temporary issues after initial registration to ensure you are not a spammer.

  13. If I'm importing an OBJ containing multiple objects into 3D Coat , using either Per-pixel or Microvertex, is there any way of choosing which objects get sub-divided and which ones don't?

    Not as far as I'm aware as part of the initial automated process.

    In Retopo room - after import per pixel >Menu>use current low poly mesh. In the Retopo room you could hide your objects as required , select the faces of the chosen mesh component - create a new retopo layer -select the faces from that group then > select from the retopo group panel at the bottom - "move selected faces to the current layer". From there you could subdivide the mesh - using the subdivide icon at the bottom of the groups panel. Export this modified retopo and reimport - which is kinda a long winded way to subdivide in your app before such operations.

    You could also use Merge -check "select without voxelizing" and "merge to separate instances" - right click in the voxel layer and create your maps from there per mesh component. This is the method I tend to use when splitting models and just create a map per sub object and reassemble/recombine the exported uv'ed meshes etc back in my modelling app.

    Perhaps one of the more qualified experts in retopo and uv's could offer a better solution.

  14. Andrew and SERGYI,

    It appears that there is an accuracy issue with painting with the pose tool across symmetry in v3.7 versions. After such an operation Menu bar>voxels >Symm Copy will highlight the inaccuracy as shown in this demo.

    The Freeze tool mask has no such inaccuracy but there does seem to be an issue when switching from Freeze to Pose mode. The selection must be inverted first then inverted back before the pose tool functions correctly in this scenario.

    http://vimeo.com/38434511

    Mac: 10.5.8

    Temporary upload whilst in investigation of this issue.

  15. but you could imagine the more poly's the more detail that can be retained

    Yes it would be interesting to find where the tipping point is for poly reduction over texture transfer quality.

    I don't think voxel painting allows as much detail as once you have retopo'd but you can create texture borders easily

    indeed it's a sweet solution you've found to quickly delineate color areas per voxel layer into a merged form and texture- thanks for posting.

×
×
  • Create New...