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tmcthree

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Everything posted by tmcthree

  1. Hey, just thought I'd bump this thread. I see a lot of great development has happened to 3dcoat recently. So I was just wondering if 3dCoat or Textura now supports multiple uvsets (the sort of uvsets that Maya, Blender, Unity etc use.)
  2. I'm looking forward to trying out the new features. Can I request that you support multiple UV sets? (Not just udims or mutiple meshes) I'm a generalist and when I'm doing technical art for games I often use one mesh that has multiple UV sets on the same vertices. This allows lots of special effects. Most commonly trim mapping, where one set of uvs is used for light mapping and another set is used to place lots of details from a trim atlas, on the same polygons. When I'm writing a shader for Unity I would import the UVsets using something like this. struct appdata { float4 vertex : POSITION; float4 uv : TEXCOORD0; float4 lightUV : TEXCOORD1; }; struct v2f { float2 uv : TEXCOORD0; float4 lightUV : TEXCOORD1; float4 vertex : SV_POSITION; float4 color : COLOR; }; Most of the major 3d packages use UVsets (maya, max, blender etc) and fbx supports multiple UVsets. Yet I can't find any 3d paint packages which support multiple UV sets. Now that you're introducing nodes. Would it be possible to have a node which associates a texture with a UVset? I've attached a model which has multiple UVsets. uvTest.fbx
  3. Is there anywhere to make feature requests for 3d-coat. I think I can make a pretty good case for this.
  4. Hey all, I think this question has been asked before but I'm wondering if 3d-coat yet supports multiple uv sets for the same vertices? Most software, Maya/blender/unity for example, allow you to have multiple uv sets for the each vertex on a model. This is really useful for technical artists. When I import an fbx into 3dcoat that has multiple uv sets it seems that any uvsets which are sharing vertices with subsequent uv-sets are blank. For example if you load the attached file in maya or blender you can see all three uv sets. But if you load it into 3dcoat the uv-sets "ball" and "cube" are empty and only "planar" contains any UVs. Am I doing anything wrong or is that just the way things are with 3d coat? UVTest.fbx
  5. Did I accidentally post this in a feature request section? I'm pretty sure I just asked if adjustment layers, or some similar technique, exists in 3d coat already. You seem to be replying to me as if I'm demanding that the devs drop everything and impliment adjustment layers imeadiately... I'm not. I'm sure the devs are perfectly aware of the existance adjustment layers as a tool in other software and don't need me to request them anyway. I imagine they'll impliment them when other, more pressing/interesting tasks are complete.
  6. Sorry, maybe I'm not clear on the forum rules here. Are you saying I shouldn't ask if features exist unless I already know in advance that they do? In which case, what exactly would be the point of asking?
  7. Hi, noob question... Is there any way to do non-destructive colour operations on layers? I'm thginking something like adjustment layers. Or any other technique would be helpful. Thanks in advance
  8. Hi, Is it possible to change a brush alpha and not change the brush settings? It seems that when I change the brush settings they are "embedded" into the alpha. Is it possible to decouple the options the alpha? For example. Say I'm adding dirt to an opject. I have 20 grunge alphas. I select an alpha and set up the brush options so that it jitters, rotates etc to my liking. Paint for a while with that al;pha. Then I want to paint with a new alpha. I select the new alpha and all my jitter/rotation settings are reset, so I have to set up the brush options again for the new alpha (and the remaining 18). Is there any way of making it so that when I select the new alpha, the brush options remain as I'd set them for the previous alpha? Thanks
  9. At the moment I have to press "F" when I want to set the pivot point for camera orbit. Is there any way to set 3D coat to place the pivot at the point of the last brush stroke automagically? That's how it works in Zbrush and its quite a natural way of doing things.
  10. Hi, Apologies, noob question... Is there any feature like zbrushes automasking feature? In Zbrush you can reduce the opacity of a stroke by the normal of the polygon you're painting on. This prevents the streaking effect you get when you paint on a polygon that is 90 degrees to your brush angle. To put it another way. In Zbrush you can set it so that stokes only appear on polygons that facing the brush. Can you do this do this in 3dcoat or does 3d coat have any other way of handling this problem? I'll attach an image to show the problem. In it, I painted an alpha on the top face of the stairs. But you can see it "streaks" through the front and side of the stairs. In Zbrush I can set the brush to ignore the side and front polys because they are 90 degrees to the brush.
  11. Any plans for it? Would be very useful for environmental work.
  12. Hi, I know that 3Dcoat can use multiple UV groups. But I'm not sure if the same polygons can be in multiple groups. When I switch groups, any shared polygons seem to be greyed/wiredframed out. FBX supports multiple UVs for single polygons. And I require it for some processes in Maya (particularly texture baking) Can you help? I'll attach a sphere that has the type of UVsets I mean. sphereTest.fbx
  13. hmm, I can't use the GL version and the DX version is noticeably slower than 4.5.
  14. Hey Digman thanks for the input. I have figured a reasonable work-around. If you load in an environment map that's entirely white the it gives you flat lighting. (There's still some rim lighting on the shader though, which I can't seem to figure how to lose) I understand why they've chosen to light with hdr. It looks nice and is more aligned with pbr but I don't think it's great to work with as an artist. If I can't tell whether the texel is the colour it is because of my brush strokes or the lighting, then that's a problem.
  15. Have they abandoned ambient light in paint mode? Sometimes (often) I like to flatten the lighting in the scene by turning the direct light to 0 and the ambient light to 100. So I can see clearly what is the colour texture contribution and what is the lighting contribution is to the image. With the way they seem to be lighting with hdr now, I don't seem to be able to do that any more. Can anybody help? Is there any way to use the old direct lighting/ ambient lighting model? Thanks in advance
  16. Hi, Dumb question I'm sure but... I have a gtx titan. What version of 3dcoat should I run? OpenGl or DirectX. (I;m assuming I should run with cuda) Thanks in advance
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