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Boonta

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Posts posted by Boonta

  1. (paintroom) bug:

    folders lack the ability to act as a pass through group. i.e. putting a layer set to blending mode "color" inside a folder will be overridden by the folders "standard blend" setting. Expected behavior is that the folder acts as a group only by default and allows whatever layers and blending modes are in the group to act like they should. 

    though it seems like this works with some of my groups and layers. maybe its a bug related to the color blending mode only? ( i have multiply and screen layers currently in groups and they appear to be working as expected ....

     

    Paintroom UNDO bug:

    Undo bug just occurred again. things i was doing at the time: reordering layers. and running a hue/sat/value adjustment.  Undo stack has been wiped and cant undo.

     

  2. id love to see some performance improvements on the texture adjustment operations. they are pretty slow when working with many layers and prb materials. more advanced even non destructive adjustments aka Photoshop/substance would be cool to see.

    i.e. to preview a change when perfoming a RGB adjustment on a layer atm in my document takes a full couple of seconds to change just one channel i.e. red from 100 to say 120 value.

     

     

    also is there any planned updates for using an IDmap in paintroom to aid in masking?

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  3. Further testing:

    The following relates to what is seen when going to view > spec color mode, and view > flat shade mode (under glossyness/metalness workflow) using the "preview sphere" (and turning off the ambientocclusion layer that it opens with) Metalness is ZERO in all these cases.

    4.5.39

    spec color shows up as grey 23%

    painting a blue stroke (zero roughness, zero metalness) of 0,0,255 shows up as 0,0,255 under flat shade mode

    spec color remains as grey 23% as strokes are painted on it that also contain a roughness value. (behavior is different in 4.7.10)

    4.7.10

    spec color shows up as black. painting on the sphere with any value of roughness will now add 23% grey to the spec color.

    blue stroke painted 0,0,255 shows up as 58,58,255 under flat shade mode!!!

    deleting spec/roughness values from this layer will return the color back to the apropriate 0,0,255. when viewing in flat shade mode. Deleting this information also makes the "spec color" go to black.

     

    It seems somehow this spec color is effecting what is seen in the flat shade mode.

    I am expecting when entering flat shade mode to essentially see albedo only. If for whatever reason other data is showing, can we get a view mode to show albedo only or fix flat shade mode.


     

  4. Bug in 4.7.10:

    - Flat shade mode seems to be displaying specular/metalness information instead of just albedo. I am using the roughness/metalness workflow.

    - areas designated as metalness in flat shade mode show up as much brighter and colorpicking them does not sample the lighter color as seen in the viewport but rather a color much darker.

    - switching from flat shade mode to specular color mode seems to display the correctly painted colors without a lighter filter over the top as seen in flat shade mode?

    - In line with the above, painting roughness on a layer adds a mid grey to spec color.. is this normal behavior? Selecting a layer.. turning off all paint able channels except spec/roughness and hitting delete willl return the spec color channel to black. Is this channel meant to be black in a roughness/metalness workflow? or the mid grey?

    - it appears that the brightening of metalness areas in flat shade mode isnt  happening in 4.5.40.

  5. Clip masks seem to work well with opacity to determine what is clipped and what isn't.

     

    Are they also meant to work where White is shown and Black is masked out? I cant seem to get a simple black and white mask to work as a clipping mask as one would expect. i.e. how photoshop operates.

  6. You can store the brush rotation angle already in the presets.

     

    It is a good way to store the rotation global, as long as you don't save your brush. This is not photoshop but works more flexible.

    There is a difference between the "Alphas" tab and the Presets window. The alphas store just the brush tip image, NOT the brush options!

    Just for understanding. Don't interchange this please.

     

    The different brushes you know from photoshop are actually stored in the Presets window in 3D-Coat. In 3D-Coat you have the additional functionality to change the brush tip on the fly by selecting a different alpha image in the "Alphas" tab. After an Alpha selection you get a new brush tip but don't loose your individual brush options. And if you like your selected brush, you can save it in the Presets window for every day use.

    ohhh interesting... ill check this out. i think ive been coming at the brushes totally from the wrong perspective. it was weird though how 99% of the options were tied to the alpha except for rotation. 

     

    i still feel there are certain options that photoshop has for brushes that could be nice to see in 3d coats paintroom brushes. photoshop defiantly has a nicer "feel" + a few advanced features for its brush toolset.

     

    dual brush

    texture

    advanced shape dynamics (angle jitter for example doesnt work as nicely as in photoshop. its to random and at 0% variation no effect is made via pressure of the pen no where near as nice of a flow )

    etc.

     

     

    etc

  7. cool yeh i seemed to be able to get the effect i was after by creating a smart material with just a color image i wanted to splatter/paint over my object. worked pretty well. removing the smart material preivew window sped up the workflow as well, it took way to long to preivew the material updates after you rotate the model.

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