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thinkinmonkey

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Posts posted by thinkinmonkey

  1. Hello,
    is it possible to convert the diffuse texture to depth/normal map?

    I mean, if you have a look to the picure, you will see only the diffuse I just created from different angles photos, now it's time to put some life in it! :)
    I would like to know if I can convert the diffuse to normal map without leaving 3DCoat, so I can paint normal map, metalness and roughness in 3DCoat.

    Thank you in advance.

    Screenshot_11.jpg

  2. ajz3d,

    I checked what you said, but everything seems normal to me.

    But now I don't know what to say, because the texture is working right now: I switched to depth & opacity pressure stroke mode and modified the contrast in the sm as you have done and the problem seems gone now.

    I'll check with the final texture and I'll let you know.

    For the moment, thank you, guys.

    Good night

  3. 1 hour ago, ajz3d said:

    No need to use normal map for this. Export height from SD in .exr format and use it as height in your Smart Material.

    Hi ajz3d,

    ok, as Andrew answered me: no normal map, but height map.

    So I changed everything in Designer to work with that.

    Now, I have a question, for sake of curiosity: why I have strange result if I put 100% in the depth value and I get a good result if I use 5%?

    I mean, 100% should be using the height map as it is, and putting that value up or down should just enhance or dim the result, right?
     
     

    black__height.exr

    Screenshot_3.jpg

    Screenshot_2.jpg

  4. orizzontale_mask is a layer used for the group as mask, switching on/off doesn't affect the bad result.

    Anyway, I tried with a new 3DC, using the face model at the startup, duplicating a smart material in default (the chrome one) and I added the normal map, but I have the same bad result.

    I can share with you that normal map, the grid of spheres.

    Everything started as I saw a difference between Designer and 3DC about a more complex normal map, this is why I'm using that grid of spheres.

    Please, let me know, because I need to have that fix in order to work.

    Thank you again for your precious time.

    black__normal.png

  5. Hello,

    I'm exporting the depth of a sculpt to be used later as alpha for a brush in paint room.

    The problem I'm having right now is there's a mismatch between what I see in the viewport, as you can see here:

    export_a..jpeg

    and what 3DCoat exports, as you can see here:

    export_result.png

    After a rapid investigation, I'm very newbie with 3DCoat, I discovered 3DCoat use the defaul Camera position, ie if I reset the viewport will be this, which seems to me to match the exported images:

    export_b..jpeg

    I'm pretty sure I'm missing something, so my question is: how do I tell 3DCoat to use the actual viewport camera to export the depth?

    Thank you very much in advance, please, help me! :D

     

    export_c..jpeg

    export_color.png

    export_normalmap.png

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