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JoseConseco

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Posts posted by JoseConseco

  1. Antibump quite fast for me.  But I can confirm color picker crash at 3c coat beta 12a.

    Anyway I'm not sure for how long, but recend 3d coat builds seems very slow in pre-pixel painting. I always thought blender painting was slow, so I made a test for both 3dc and blender:

    - simple quad with 2k texture. 

    I was painting with brush size of 1k, and to my surprise blender was much more fluid.  Painting in 3d lags a lot even ok small 2k texture.

    Please Andrew investigate this, and let us know if you are planning to fix this to 4.5 release.

     

    After bit more testing, it seems 3dc 4.1 had similar painting seed to 3dc 4.5 so maybe it is just blender that got faster, and not 3dc got slower... 

  2. Thx carlosan. Extension export works great. Option to share individual material, instead whole folder would be great, but the way it is now is good enough.

     

    BTW. does painting straight line in vertical or horizontal direction works for others?  Because when I hold shift,  line is aligned to horizontal/vertical position, but after click, it is not aligned to preview. 

  3. Just that I wont forget. Features to fix preferably asap:

    1. Current tesselation algorithm is unable to work well with very low poly meshes eg. cube -it makes cube shrink and deform (blender doesn't have this problem, but sculptris suffers from it too). See below simple cube sculpted with LC brush(dosen't look like cube any longer) :

    Cube.jpg

    Also there seems to be problem with uneven triangulation of mesh on edge of each brush dab. See below I made 2 strokes with LC brush with hi spacing on left and low spacing on right. First dab, at beginning of each stroke, looks great (better than blenders or sculptris). But then mesh gets corrupted and there are areas of higher triangle density.

    Storke.jpg

    This is fine until you want to smooth it out. Below I marked in red how bad mesh surface looks after smoothing geometry like the one above. So I learned to not use smooth brush in 3dcoat, and use polish brushes to fix that. But this is not solution, just workaround. I really wish I did not have to spent my time fixing ugly bumps one mesh like those anymore. 

    NotSooGoodTriangulation.jpg

    Somehow blender and sculptris both manage to get even mesh distribution on each brush dab.

    To sum up I wish 3dc have better better mesh triangulation algorithm, that works on low poly meshes and gives nice even mesh distribution.

     

    2. I would love to have all 3dc surface brushes to have option to work in LC mode. Just like in blender or sculptris where user can enable dynamic tesselation for all the surface tools. I especially like how rapid1 and rapid2 brushes work, and it makes me sad I cannot combine them with LC.

     

    Sorry for lots of images.

    • Like 1
  4. All materials have Fresnel. 

    'Fresnel generally should be set to 1 (and is locked to a value of 1 with the metalness reflectivity module) as all types of materials become 100% reflective at grazing angles.'

     

    This sentence makes no sense, because Fresnel defines how fast reflection is increasing from middle to edge of object, and yes it always 100% at edge. So you can have low, medium or hi Fresnel value and in all those cases you would have 100% reflexion at edge.

    To debug your env map reflection problem, It would be best to use chrome ball, to see if it is reflecting any of skybox image. you can use just simple glossy shader for that.

     

    Try reading this http://blog.selfshadow.com/publications/s2014-shading-course/hoffman/s2014_pbs_physics_math_slides.pdf

    After page 45 there are examples of different kind of materials - metals (copper, aluminium, gold), nonmetals (plastic,water,dimond) and all of those are using Fresnel equation to define how light is reflected from surface.

    And in all those cases reflectance at edge goes to 100%

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