Tarby
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Posts posted by Tarby
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Beta 4.7.10 - imported normal maps are a mess. The only way to limit them is to manually erase them with a brush which takes forever. Using freeze to erase areas of the normalmap layer corrupts their edges with blocky nonsense, and there may as well be no option to mask them using another layer as it has no effect at all. Could you please at least address that last as a workaround for now? Cheers.
Win7 64
(Thanks to Carlosan)
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I can't even reply to any comment elsewhere. No comment field or reply buttons, so I had to start a new topic. Very frustrating.
Anyway: Beta 4.7.10 - imported normal maps are a mess. The only way to limit them is to manually erase them with a brush which takes forever. Using freeze to erase areas of the normalmap layer corrupts their edges with blocky nonsense, and there may as well be no option to mask them using another layer as it has no effect at all. Could you please at least address that last as a workaround for now? Cheers.
Win7 64
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Might be best to view it in the Render Room and reduce the environment brightness to check it (not overall exposure).
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I think non-additive/absolute bumpmapping for layers has been requested numerous times.
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See if the architectural/advanced shaders work. They have a metalness slot in Softimage2012, anyway, but it's not straightforward to get it to work properly without delving around Google for clues (I can recreate PBR texturing in SI2012 Mental Ray so I'd have thought Maya2014 should have similar capability).
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@Traby
RMB over the model layer
convert To Global Space
Help ?
Perfect, thanks. Does exactly what I was looking for. Sorry for what seemed like a noob question.
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Sculpt Room: I'm Drawing and Extruding onto both surfaces and voxels using completely circular brushes, and the results are oval/stretched. The brushes are being drawn onto smooth surfaces, one of which has little if any curvature on the area I'm drawing on (although there is a rise close by), while the other has a bit of convex curvature and is fairly close to an edge. Or is there any way to tell a brush to sample the normals over a tighter/smaller area?
Win7 64
4.5.39
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@ TimmyZDesign: All settings were zero. Thanks for the tip on the Brush view settings.
@ Gary Dave: Thanks, I'll try a new project.
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I'm just using the base primitives that ship with 3DC. I'll try uninstalling and reinstalling.
Edit: Okay, it looks like the primitive is centred but I wasn't flattening the brush depth. However, the placement seems odd, where the model doesn't apply at a tangent to the surface, or you have to be very picky about where you position the camera (and I mean very picky). I'm sure it used to be much easier than this, but I may be wrong. The transparent Alpha cursor is massive, though. Is it even necessary to have that visible while applying models?
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I'm still getting a very frustrating situation where I try to add a model 'On Brush' and it's offset from the centre of the brush. The semi-transparent brush cursor is also huge compared to the primitive model and makes the whole process laggier than it needs to be. It makes accurately adding models to surfaces useless without spending an age tweaking the offset. The Pose tool is also broken and all I can get it to draw is a tiny square regardless of which method (Line, Ring, etc) I choose. Anyone else having these issues?
Win7 64
3DC 4.5.39
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Actually 3dc will only try to paint on a single object at a time, it all depends on what your cursor is hovering over. Here's a gif of what I mean. The knob, drawer and back piece are all separate objects. I can only paint across them all if I do it on purpose, otherwise if I keep the centre of my cursor over one object, it will only paint on that object.
Notice how my fall-off range is much larger, but the brush is not painting on multiple objects, until the end where I purposefully paint across all of them.
I only hide objects in the paint room if they're a bit too fiddly to be painted in this manner.
Have you tried swapping from Connective Picking to Volume Based?
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THIS IS A MUST + INFINITY
INFINITY + 1
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It is still optional. The only place CUDA is used anywhere in the program is in the Sculpt Room, so from within the Sculpt Room go to the menu Geometry>Use CUDA, and untick it. All done. No more CUDA.
Thanks. Will it remain a permanently unchecked option or do we need to go through the process on every start?
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Can we be given back the choice of CUDA/non-CUDA, please.
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(Scrap that)
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I am experiencing similar issues if imported file holds more than one object. This also applies to mesh imported directly from sculpt room and I believe I first noticed this in the latest beta version.
Aha. My problem model had positive and negative meshes.
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I had this earlier today. Couldn't get the object to centre on the brush for love nor money.
v4.5.33
Win7 64
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It is that easy. One thing to watch out for, if you do a lot of switching between surface and voxel and have limited resources, is that it can slowly push up your voxel resolution and the e.g. '8' will become '9' and then '10', etc, I imagine to account for the extra detail added in surface mode. It isn't an issue in my experience, but it would depend on your kit's setup.
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Works fine on my side:
1. I started a new scene with a voxel sphere.
2. Went to render room and back to sculpt room.
3. Selected Cut Off tool and it cut off a part of the sphere.
Thanks for trying it out. Strange it happens with me and not you. I just did what you did and I still get a 2D-Paint action. If you get the chance, could you see what happens if you leave the Render Room with Realitme Render switched on?
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Anyone else found going from the Sculpt Room to the Render Room, then back to the Sculpt Room, use the Cut Off tool, you get a 2D Paint action instead? Catches me every time.
4.5.33
Win7 64
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Hovering the cursor over a smart material fails to bring up the material's larger icon and name. Inconvenient, especially with effects materials that look mostly dark in the little preview and you can't tell if it's streaks, splotches, scratches, etc, without editing the material (the name usually indicating what the layer does) or applying it to your model.
v4.5 33
Win7 64
[Edit: I changed the name of my old documents folder, did a fresh install and then merged my old backed up documents folder into the newly installed one, and the above now works]
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I couldn't rotate the environment lighting after dragging a Beta30 saved 3b file into the scene. 'Lock Environment' was set to off. Changing the environment made no difference except in the render room. Worth noting. A new save, quit, restart and reload sorted it out, after I'd also loaded a new scene using one of the mannequins. Shadows could also not be switched off [found the shadows switch under Geometry (eh? Why Geometry?)].
v4.5 33
Win7 64
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I'll repeat that. Please don't abandon the DX version. It's just reliable.
DAZ Genesis models into 3D Coat for texture painting
in General 3DCoat
Posted
Genesis3 uses UDIM tiling. There's an option in your Daz obj export dialogue to collapse the UVs, which is an alternative to Carlosan's suggestion. It would also give you a collapsed set of UVs to import into Genesis within Daz Studio, provided you export the base mesh without SubDiv (which you probably already know).