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michalis

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Posts posted by michalis

  1. Seriously now.

    What about 32bit exr or even 16 bit tif support on masks panel? Why jpg 8bit only?

    Poor quality this way. Except I missed something. It's a request. I hope you don't mind talking a little on this subject.

    Now in v4, we have a nice tool for baking quality 32 bit exrs (excellent control) of panels-reliefs.

    Pity we can't use it as mask.

    8 bit tga... very poor quality. See how better the 3dcoat baked exr works as displacement in blender.

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

    post-2454-0-52076800-1369251713_thumb.jp

    • Like 1
  2. The speed was fantastic on CPU and GPU in 2.62, but now in 2.67 i lost on my PC on GPU 50% of speed and on CPU 20%.

    On such issues you could ask in blenderartists forum.

    This doesn't happen here. Still works the same speed. Maybe a not well compiled build?

    If the view port preview speed is the case, yes, something may happens there. But, under f12 you should have the same or better speed.

  3. vector displacement is on todo list of blender/cycles development. Under construction. We'll see.

    BTW, cycles suports normal maps wonderfully, much better than BI.

    Cycles is two years old, a very young app-renderer. Already very powerful. Patience. Renderers are not easy to do apps.

    New commitments, two many, come every day. There're over 100 after 2.67 official release. Some wonderful modeling tools among them. And, a new optimization of multires sculpting.

  4. Lot of new features in recent (after official 2.67 blender) builds (buildbot). Especially under edit mode.

    However, a new parameter added under bumps node. We have height and distance. This second turns bumps to be more interesting than normal maps in a hardsurf case. Bumps start looking line n maps, especially when an AO map is in use as well.

    On this model, only bumps and AO maps have been used. No displacements. A ~1500 faces base, subdivided 3-4 times for smoothing curves. (in renderer only)

    post-2454-0-95445200-1368722599_thumb.jp

    • Like 1
  5. Thanks, I know invert (not flip whatever some apps use to say) of green channel .

    There're more. In blender, normal value has to be set in negative values (I'm confused because in 2.49 and 2.5 x many things changed). But under cycles now, positive again.

    What I did asked was: How to setup 3dcoat for not needing Ps to invert green channel.

    And, BTW, something irrelevant. Very new beta builds of blender introduced a new parameter under bumps node (cycles). we have height (as always) and distance. This last makes bumps working a little like normal maps. Great because bumps bon't suffer of some serious limitations of normal maps. And they look better in some hard surf cases. (not on characters, not so, but great for hi freq details, as an assist to displ+n_maps) . I doubt if we can have control of how to bake three maps on different subdivision levels in 3dcoat though. Blender or zbrush are friendly to such procedures. (multires)

  6. Flip the channel (green)? What do you mean? Invert it?

    If so, is this the maya way?

    If so, how can I setup 3dcoat (preferences) ?

    It has two inputs. One how to calculate (3dc or maya) the other how to export (maya-blender)

    If blender is in the wrong side, really not my concern. Maya is the wrong side? Is this a critic on blender? I asked for some advice.

    Game engines may be different but this isn't my target.

    I was able to setup 3dcoat once upon a time. (for blender 2.6x)

  7. OK it works! On OSX 3dcoat 4, blender r 56786

    Good job!

    From my point of view the most useful part is to send from blender to 3dcoat.

    When back, it's just a obj import. As I render in cycles and have to setup everything.

    I had to import textures separately for some reason.

    I also noticed that the first time, coordinates of the mesh changed, jumped a little lower. After that it was working.

    Of course I still can't understand how to bake normal maps, always wrong. Maya style, maya calculation, still wrong though. Out of topic.

    Wrong tangent coordinates obviously.

  8. Wait a minute.

    Blender.

    In the N panel under transform, when monkey is selected it says x=90 y=0 z=0. After applying ctrl+A rotation and scale etc, does the issue still exist?

    As for me, I gave it a try and just error.

    post-2454-0-91931400-1368463360_thumb.pn

  9. Indeed geo_n

    I just tried to see this zb like thing from a 3dcoat perspective

    I mean, the only common is the ability to re build subdivisions data.

    There must be no performance issues. After all, we can import a 5M quad (from subd) mesh in vox/surface without voxelization) and sculpt it.

    What I'm saying: Why not to rebuild subd data and bake displ, nmaps, AO, cavity maps this way?

    There are more to say but may be out of topic.

    For instance, the data, the table, of all these vertices is important.

    You may have the idea to import a hires subdivided mesh and its low poly base. Logically you might think that you can rebuild subdivisions from these two meshes. Not that simple though.

    Blender can do this internally, in fact it is a nice way to avoid some performance issues. But, trying to import the hi and the low poly meshes from zbrush explodes the mesh. Different tables, description of the vertices, you see.

  10. I have a proposition. This goes to to all but mostly to Andrew.

    It's about the further development of 3dcoat.

    1. Retopo and UV a sculpt.

    2. Go to MV baking mode.

    Now.

    Is this possible to bring the hi res subdividied mesh into vox room/surface mode?

    Sculpt on this, no LC or vox please.

    Here comes my idea.

    Is it possible to rebuild subdivisions from this mesh?

    Is it possible to bake displacements and n maps from subdivisions, displaced data?

    Such approach can take place in tweak room if the sculpting brushes - tools are mirrored there.

    We need the ability to select what subdivision we will export, to be able to bake displ and/or n maps from this subdivision level.

    IMO this will give a 2x boost to the whole quality of 3dcoat.

  11. OK man!

    Let's see if I got it right.

    1. sculpt a relief as a patern-panel.

    2. Bake it (PPP displacements, as explained here (with your great help)

    3. Use it as a mask for sculpting on voxels.

    I wonder though. What if you just apply this displ map in the UV editor and align vertices of UV islands on the retopo base? I think 3dcot has a tool for this job, it just takes some time. You have to align each row of vertices.

    Some questions. Does 3dcoat support 32bit exr or 16 bit tiffs as mask? Can we import such maps in the layers (bumps) paintroom? I really have no time to test it.

    EDIT: I did some tests. I can import masks only as jpg 8 bit. Not good. But, I did import 32bit exr as displacement layer in paint mode. The question here is, how to edit UVs, placing the islands where needed, rotating them accordingly. A different UV set so to transfer / re bake it on another UV set. I can't.

  12. Yeah,

    Maybe it should be posted on a tutorials topic.

    BTW, this is quite useful for my workarounds involving UV / displacements sculpting.

    I wish, one day it will be possible in 3dcoat. Though not a big deal as you can just assign this ready baked displ map directly in the UV editor and export. Or just use another app for this. The one of the two important part is to bake such panels, make them interesting. The other is to align the UV islands/vertices on this geometry. More info on my WIP/spaceship.

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