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Posts posted by JoseConseco
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Yep I saw this on mantis, but it wasn't mentioned in release notes. Great to have it working
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https://www.youtube.com/watch?v=J9Eg4wcqPHQ#t=520
would be great to adjust fallof of cavity map in 3dc.
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ghib, I did some external editing yesterday and it worked fine.
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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...
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I think this is how it is supposed to work. It is similar to how zbrush is doing it with spline type - straight line.
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first need to click
then hold shift
then move the mouse to paint straight line in 45grds, vertical or horizontal direction
Test using hold shift
test using vertex line
Ah. Ok I see. Shift works ok. I was using Vertex line, and it is not possible to snap 45deg. I'm not sure if it is a bug or vertex line dosn't support snap. Thx for help
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The thing is, yellow line with preview of stroke direction works ok, but the actual stroke is performed to cursor (white dot on image below) and do not follow yellow one.
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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.
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On beta 12 'V' works ok. I don't have 12a yet.
Will there be a way to share pbr materials with others? I guess pbr material would be required to have ability to pack images into itself, to make it work. Right now material contains just absolute path to texture, so it would be broken for other person, who doesn't have original textures.
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I was showing 3dc pbr materials at work, I say:
"and we can map by box mapping, and by uv-mapping... Oh wait... it will be fixed soon". Andrew I hope you will find time to resolve this bug.
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Painting/filling with bpr material with uv mapping won't work. Box mapping works ok. Serious bug if you ask me...
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New smoothin is amazing! Smoothing uneven geo was one with my biggest problem in 3dc. Just see below for yourself.
Andrew, maybe someday you will be able to fix ugly mesh triangulation that is now caused by LC brushes - I described it in detail in this post.
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About small tweaks that would speed up workflow, I wish Andrew added copy/paste options to pbr material editor settings - for layers and thextures. In place on right mouse click :
I reported feature request here
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Thanks. I did not see it.
I will delete my entry.
Edit:
How could i close or delete it?
Actually installing newest 3dc fixed this problem. Did you try to delete 3dc folder in mydocs? I also installed 3dc to new location in program files. If everyghing works ok I will mark it as resolved.
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FillTool wont fill Metallness. Only Diffuse, Normal and Roughness gets filled.
Looks like there is a bug.
Feel free to add your +1
This is duplicate of this bug reported around 2 weeks ago
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I is just me, or preview is broken now for most of pbr maetrials? Texures are not rendered in preview. Also this orange wood shader looks bit weird on model, compared to reference ball. But maybe it is just matter of mesh difference.
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Mighty Pea, yep PBR has quite a lot small bugs here and there. I hope they will be fixed for finall release. I reported most of them to mantis.
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Awesome. Just one click fill?
Anyway i seems sampler tool, doesn't pick glossines and metallnes values.
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Andrew, in latest release, UI color of all the value boxes is not themable any longer. So now I got dark font on dark background and it is hard to read. Any way to fix this? Prevously it was ok - see how it looked in previous builds (before beta5)- http://3d-coat.com/forum/index.php?showtopic=16870#entry114615
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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) :
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.
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.
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.
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PBR is great. There is a bug when filling with leaks material, with LMB. It is destroying metallness of base material. See below - fill with button press vs fill with LMB:
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Nice vid, Javis. But I wish you have used something more complex than sphere to show new shader masking stuff.
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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%
V4.5 BETA (experimental)
in New Releases, Bugs Reports & Development Discussion
Posted
Indeed feel tool wont work with uv. Painting with brush UV works ok.