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michalis

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Posts posted by michalis

  1. In my own personal estimation, Blender is just slightly more ethical than using crack/pirated software. Both hurt the individual, hard working programmer/developer, who deserves an honest wage for an honest hours work. It hurts developers who get suckered into doing free work for the Blender Foundation, and it hurts those who work for companies like Luxology/Foundry and Newtek/LW3D Group.

     

    What? 

    Are you serious? 

    Stopping this debate, right here. 

     

    Good luck to all. 

    And, happy new year 

  2. I think that is what happened with the sculpting tools in Blender.

     

    Really? 

    Blender sculpting became a really powerful tool after Raul.

    Nicholas Bishop developed the dynamic topology tool. 

    Nicholas also left blender for another job. 

    Anthonis Riakiotakis fixed some issues and dyn-topo became a really serious sculpting tool. 

    Blender foundation hired Antonis for the 2014-2015. 

    He's a very skilled developer and a very good friend. 

    Let's not forget that blender sculpting supports:

    A dyntopo system (like LC) up to 1-2 M only faces. (for the moment)

    Not that bad because blender provides an excellent re-topology mode

    And jump to a multi-res sculpting environment up to 40-80 millions faces per single mesh. 

    You need a lot of RAM for this one but it is OK. 

    Bake from multi-res (n-maps, displacements) is the best way, after all. 

    Combine all the above with the excellent, yet simple and effective sculpting brushes of blender and…

    You may have a competitor of zbrush for free. LOL 

     

    Though I own zbrush (and 3dc of course), blender became my basic sculpting app, recently. 

     

    Start donating then. 

    On the other hand, to have the basic developer in your home, working and sculpting together, talking on the behavior of the brushes, trying to fix possible issues or bugs…

    A dream came true. 

    :)

    The very thing that makes it so appealing, is largely the very thing that keeps the Hobbyist label tattooed on it's forehead.

     

    It is not about hobbyists and professionals 

    It is about art. 

  3. yeah a bump coming from diffuse. 

    I think I turned it to 0 (off) 

    Well, I leave it to your creativity. 

    Cycles is not a video game previewer

    You may wish to paint some bumpy texture and need a little bumpiness. 

    On a following setup I could demonstrate how to use a box mapped texture, then you might use it as bump to. 

     

    A nice sculpt in marble. 

    What you gonna need for a fast, yet decent preview? 

    Or…

    What about connecting cycles into 3dcoat? what about these box mapped ready shaders in 3dcoat? 

     

    See my point? 

    What do we need in cycles to recreate a 3dcoat scene? Like in 3dc render room? 

  4. No Malo

    What you said was 

    GLSL in 2.49 works correctly with that Normalmaps.

    GLSL in 2.69 works correctly with that Normalmaps.

    Yafaray in 2.69 works correctly with that Normalmaps.

    Cycles in 2.69 works incorrectly with that Normalmaps.

    I think, Cycles is still on the wrong side.

     

     

    Which is wrong. 

    GLSL BI and Cycles are compatible to the blender baking engine (else we should through blender out of the window) 

    They are also compatible with the maya-blender exports of 3dcoat, BOTH NORMAL AND BUMP MAPS! 

     

    If Maya and blender are on the wrong side, well… it is irrelevant to the thread. 

  5. GLSL in 2.69 works correctly with that Normalmaps.

     

    GLSL is compatible with cycles, BI, it works right if you export a maya-blender compatible export of 3dcoat. 

    GLSL is compatible with Cycles, BI, when importing bumps-displacements from 3dcoat. Grey = 0 displacement, Positive values in cycles, BI, GLSL is the right way to go. 

     

    @Malo

    You are doing something very wrong, obviously. 

    I can't help you more. You better ask for further help in the blenderartists forum. 

  6. But, still can't understand 

    GSLS, BI and cycles use the same tangent space. 

    What about the inverted bumps? This is more weird. 

     

    On your bump -displacement map, blacks are for lower and whites are for upper areas, right? 

    If yes, cycles, BI, GLSL (and the displacement modifier), all will work right without inverting. 

    If not, there is one possible reason only. Inverted normals of surfaces. 

  7. @Malo

    Yeah, I forgot to mention it. 

    SSS still not supported in GPU mode. 

    Though I added it as an option (turned it off as you may noticed in the next to it mix node), it will conflict under GPU rendering. Better get rid of the SSS shader for GPU rendering. 

    I prefer the first one you posted, without the HDRI. 

    I usually ass a hdri (strength ~0.4) to help my basic lighting set up and give some life to the reflections. 

    we'll discuss it on a next nodes setup. 

     

    About inverting green channel on n_maps and invert of the bump map. 

    I also wonder why. Never happened to me on a 3dc to blender workaround. (however it happens on a zbrush to blender - default z settings) 

    Normal maps: I suggest the maya-blender compatible setup. 

    Bumps: it is a B&W image, it should work as it is.

    Please, check the normals / blender/edit mode/ select all/ CTRL+A. Optionally ask blender to show normals. (N panel/mesh display submenu/normals ) 

    If you have re scaled the 3dc imported object, Never forget! CTRL+A / apply rotation And Scale. Apply it, even if you haven't rescale the mesh. On the N panel, on top, Rotation should be x y z = 0º Scale should be xyz=1.000

    On another thread, I posted this setup, some months ago

    http://3d-coat.com/forum/index.php?showtopic=14895&p=98673

    Normal calculations=maya

    normal maps export=maya, blender

     

    Thank You David! 

    Hangout saved us all. 

    David helped me to realize that Malo had all the rights to complain. LOL 

     

    A hangOut meeting. 

    This is what we should try. 

  8. 2. A normal (tangent) map. Strength is at 0, it's off now, when you import your normalmap turn it to 1.000) 

     

    Please, read carefully 

    Read the screengrab I posted (with some comments on it) 

    N_map is at 0 as I posted it. I had to, because if you don't apply anything as a n_texture/nmap it will become messy. 

     

    Optionally, next to the normal map node there is a multiplier. Turn it to 0. If you don't mix a bump texture with n maps (yes, mixing bumps and n maps is possible in cycles) 

     

    BTW, 

    this is more advanced:

    I forgot to support an AO map. 

    Oh my. 

    OK, next setup is coming soon. 

    But, I bet, 3dc mixes (multiplies it with color information on the diffuse texture). This option is not really the best for cycles. 

     

     

    EDIT:

    It's me who should be more careful Malo,  :blush:

    Apologies 

    A fatal error. 

    Please try the new version. I edited the previous post. 

    • Like 1
  9. If displacement from zb 2.5d is what you're asking, yes it is possible in 3dcoat. 

    http://3d-coat.com/forum/index.php?showtopic=12787&p=92071

     

    Just insert a panel like first and start adding or instancing in voxels room. 

    In retopo room create a simple square, disable snapping and place it as explained on the link above. 

    IMO, you have much more control than in zb 2.5 d. 

    In zb, I avoid 2.5d in favor of the 3d mode for similar reasons. 

     

    If color textures - panels to use them as diffuse is what you're asking, just sculpt anything and render (render room) using a parallel camera. 

  10. Here's a basic Cycles setup for 3dcoat users. 

     

    Please use latest official blender 2.69 (http://www.blender.org)

     

    Open the .blend file.

     

    There is a subdivided cube-sphere like in the middle. 

    Import your obj 3dcoat mesh. 

    Resize it similarly to this sphere, delete the sphere (X) 

    Select the 3dc obj and under material panel Do not ask for new, just click the icon and select the "BasicMaterial"

     

    There is a basic light set - scene. 

    Three light sources, have fun with different positions, strength or different types of lights or colors. 

    I also enabled environment lighting, using a basic sky. However, you may import a nice HDRI equirectangular 32 bit map instead. 

     

     

     

    The basic material setup supports:

    1. A diffuse color map, I also added a Hue saturation controler for fine tuning of diffuse color. (you gonna need it if you enable SSS - decrease the value) 

    (I also added bumpiness on this, just turn strength to 0 / bump node) 

    2. A normal (tangent) map. Strength is at 0, it's off now, when you import your normalmap turn it to 1.000) 

    3. I added a possible specular map. If it is B&W or a colored one, connect it accordingly (see the screengrab) 

    4. A SSS typical node setup. It is turned off (pink color see the fac value on the mix shader).

    Radius color (by an RGB node) and Scale are important factors. 

    I connected the diffuseColor as SSS basic color now. You may like to use a different Texture node (and a map) for this. 

     

    I hope these are helpful, 

    Always a pleasure to answer your questions. 

     

    There are more possible setups of course. Like importing Vertexpainted 3dc models, how to setup a boxmapped texture, how to support multiple UV maps. 

    One at a time. 

    BasicCyclesSetupFor3DC_2.blend.zip

    post-2454-0-66704000-1384997622_thumb.jp

  11. David,

    to translate a possible 3dcoat render setup into cycles nodes is possible. 

    To translate 3dcoat materials is also possible. Of course, you can add some more cycles ready made materials in the 3dcoat library. 

    It is a pity though. We lose the most beautiful part of this renderer. 

    Its flexibility. 

    On the other hand, I'm not sure. Maybe it could work and improve 3dc renders a lot. 

     

    Learn blender, just the basics. Navigation, setting up a scene, cycles node system. These parts only. 

    Then export your obj and just render there. (or a 3dprint compatible format to export your vertexpainting too)

    I can share with you a few templates - blend files and just import there.

    Scale will be an issue, but you all know how to rescale an object. (LOL David, I know, waiting for your reply… )  

  12. If cycles could be implemented to 3dcoat… this could be great for many reasons. 

    1. it is a matter of time for cycles to be capable to bake to UV textures. GI is great. AO is excellent 

    2. Cycles loves hi density objects, we could have great fast renders of very dense objects in sculpting room 

    3. Cycles can bake-render already, depth maps 32 bit exr. Ideal to create nice alphas from voxel reliefs. (parallel camera) 

    4. The voxel-render rooms could become a great help for concept artists. (a competitor to zbrush on this matter, - nobody really loves the zb internal renderer) 

    5. BTW, cycles supports box mapping internally. 

    6. It can render billions of instances. 

    7. Hair shaders. Not bad, right? But you need a hair modeler as well. 

    Most importantly, cycles is under a stable rapid development, it is a BlenderFoundation project. 

    Two years now, not much for the development of a render engine. 

     

    @carlosan

    A plugin support doesn't say much to me. We already have an applink to blender (which needs a little more attention and work). What it really needs is a template blend file, to just import your sculpt and have a setup of lights and environment.) 

    After all, you can always export a dense voxel, blender And Cycles support vertexpaint rendering. 

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