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JoseConseco

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Posts posted by JoseConseco

  1. Artamn, Cycles is physically based rendering engine for sure, eg. see here. What you posted is just another realtime PBR rasterization example, but it is not as accurate as Cycles path traced rendering. Actually guys developing Frostbite engine were using Mitsuba (another renderer similar to Cycles) as reference,when they  were developing PBR based materials for their engine.

    Malo, it seems that  BSDF = BRDF + BTDF (I checked that in wiki), so actually blender can easily simulate Substance Designer, Marmoset and other BRDF based materials, because It is suporting both BRDF + BTDF. But the same thing is not true in reverse, so eg. marmoset cannot simulate refractions.

    My point is - it is not Cycles that should try to emulate 3dc, SD or Marmoset material, because it is already more advanced that those - see this pbr. here, where guy is emulating PBR BRDF. It is 3dc, SD and others that are trying to catch up with cheap aproximations, to raytraced rendering engines like Cycles, Mitsuba or Arnold. 

    Anyway, I hope we will be able to simulate fresnel in 3dc, which is important for all dielectric materials (nonconductors) like wood, bricks, marble, etc. And then metalicity should be just 0-1 switch to change from dielectric(nonmetals) to conductors (metals).

    And one more thing - actually node setup made by this guy  covers perfectly all dielectrics and conductors, so this is good reference of how it should be done. Bu it suppose if 3dc has to be compatible with Marmoset and SD it may be not posible

    • Like 3
  2. I just tested this  rougness/ metalness in cycles. Roughness is just mapped to glossy roughness,  metallnes is maped to fresnel. So the higher the fresnell is the more metalic it looks. I made it twice once for white gloss, and once for red gloss. For me it seems Andrew test was looks ok. But I hope we will be able to color spec and diffuse separately so we could receive results similar to first image too.

    post-37682-0-06248600-1416059289_thumb.j

    post-37682-0-95660700-1416059294_thumb.j

    • Like 2
  3. There supposed to be new hard split option for dynamic tesselation in 3dc: http://farsthary.wordpress.com/2014/05/06/simplicity-is-the-key/#comment-12435. But I cannot see option for 'hard split' in recent 3dc builds. Am I missing something? I wish this worked on general brush too. This is one of the most important feature IMO, giving nice, even surface density.  No more spikes of uneven triangle distribution that cannot be smoothed easily. 

  4. Hi Andrew, symmetry is very cool works great. But I have a problem when object is rotated. I try to use 'local space' but it seems to be not working as expected. Steps:

    1. add cylinder rotated 30 deg. in Y axis

    2. Use radial symmetry with local transformation

    Local coordinates seems to be lost.  But when using transform tool, and pressing 'to main axis' gizmo is aligned to local space of object. Maye I'm doing something wrong, but it is bad as it is because after object rotation I'm loosing ability to use radial symmetry with proper local symmetry axis.

    • Like 2
  5. +1 to BeatKitano. 

    Anyway add primitive tool seems buggy, but not always reproducible.  I mean sometimes it fails even on empty layer (so it shouldn't have boolean intersection problem), sometimes it crashes 3dc. Just second ago it crashes on cylinder tool, now it work ok :(.  Hard to reproduce but annoying since this is so basic tool.  This is about surface mode. Voxel mode works ok.

  6. +1. And easy way to fill freeze single voxel layer eg. object picker icon. Right now it requires bit many steps, more or less like this: 

    -go to fill tool

    - check freeze

    - uncheck color

    - go to option - freeze by object

    - then find it on list by name, but it is not easy with many layers, especially if not named correctly.

     

    Also show hide freeze (ctrl+f) wont work in vertex paint. Thx. for your work Andrew

  7. Hi carlosan.

    I assume old tesselation is used on left stroke and new one is right stroke, right?

    While the old 'advanced' one looks better in shaded view, in wireframe it is not even. I always thought it was some bug or something, that prevented 3dc from having nice, even triangulated mesh like in sculptris or blender. It is a problem when I try to smooht mesh, because with that kind of topology, smoothing brush is useless. See below - variation in mesh density causes uneven smoothing. I was always dealing with it using trim or polish brushes. 

    Also note - the very first dab below has nice even triangulation, and then everything get nasty uneven mesh geo.

    NotSooGoodTriangulation.jpg

    • Like 1
  8. unity2k. 
    IMO this way of thinking (let's do not drop obsolete feature x,y,z because someone may be using it) may lead us to this kind of ui:

    openoffice-mouse.jpg

    While it seems flexible, customizable and powerfull, but  I  would rather have one option that works just as good (or better), without need for reading manual  and steep learning curve. Just like that:

    mighty_mouse.jpg

    I'm exaggerating but I hope it is clear what I meant. In the end for me it is not big problem, but for new users it may be not user friendly.

  9. Tony Nemo - yep booleans in surface mode usually won't work. But going into voxel mode is loosing my vertex paint as mentioned in first post. What I wanted is to combine all surface layers into one - without boolean.  Just like 'merge visible' in zbrush - is not performing boolean.

    digman - awesome thanks! I haven't noticed it before. This is even better than what I was asking for.

  10. Hi, I try to merge multiple surface layers into one, but there is always boolean error and fail to merge all layers to one. I can do it in voxel mode, but I loose paint data. I tried even exporting scene to obj, and importing to single layer - but again boolean error. Andrew suggested merging to empty layer, but it dosen't work.  So is there any way to merge objects in surface mode without performing boolean? 

    I want to do this for pose my hi poly model, without need to retopo and rigging. 

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