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fuzzzzzz

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Everything posted by fuzzzzzz

  1. urf, i can't to edit my own posts :/ So I rephrase, just forget the previous message i had never use marmotset and will probably never use the app. when I create models and textures, its for game engine, not to shot a screen for my portfolio. this app can handle the two workflows,reflectance en metalness mixing them doesn't mean it will give me the right visual aspect into my game engine. Quixel worked this way and i after I bought my own licence , it was finally for nothing and become simply useless, because all glossmap from megascan are simply wrong. you can invert the map but , you woulkd also have to clamp (min< >max) the gray scale between two values, and with that, it will not become a correct roughness map. fortunaly all this depend on the database from the one you grab the material definitions. it could be megascan, or the materials preset in substance painter, and now the stamp brushes in 3dcoat. if the material are calibrate for reflectance wrokflow i would simply not use 3dcoat with my ue4 game project, but substance looks perfectly calibrated for that engine. if we want a perfect calibration of 3dcoat material to work only with marmort and cryengine instead of target the metal ness worflow that will be more widely use by gameengine than reflectance that is just sopported by marmot and cryengine. metalness workflow will be compatible with more engine, ue4, marmot( as it has metalness workflow) frostbyte engine and surely more and more. Seems like Unity5 pbr is a new approcach that are not reflectance or metalness workflow. According to Wes on allegorithmic forum
  2. i never use marmot set and will probably never use the app. when i modeling and texture models its for game engine, not to shot a screen for my portfolio. quixel worked this way and i after I bought my own licence , it was finally for nothing, so it seem that it will be the same with 3dcoat, if the roughtness is an invert gloss map i will for sure never use the pbr in 3dcoat. the engine i target ie UE4, not marmot set.
  3. alsolutely wrong, but sure you can invert the gloss to use it as roughtness, but the result will be extremly different. glossiness ≠ roughtness and what make me the most confuse is that a screenshot of the shaer show two term that whould not cohabit together or it metallic + roughtness or it clossiness +specular color it just can't to be metallic + gloss that has a none sense !
  4. seems like it is, but the question is why stamp tool ? usually ddo and substance designer use the object tangent normal map to apply physics brush behavior on the model. so i really don't understand the choice of Andrew to base his work on the stamp tool, to me if you when to aligned or apply dynamic brushes effects like wheather erosion, you need that object space normal map.
  5. i was about to post the answer andrew gave me, but thx carlossan you had been faster i agree with beatkitano, this must to be merge into just one panel. but i think that andrew with refont this panel and the UI as it make more sense to regroup all those layer stuff on the same place. but it 's cosmectic detail that would logically be achieved when the viewport renderer and the layer system will be enought stable to refont the app with all this new feature. The alignment of the texture types on the left, and the options on the left side, make me think that "specular" has been renamed into "gloss". something that i not quiet about is the specular /gloss channel, that can always be use on non pbr game engine, and because it can be use on the shader to make some area looks wet in additional of the metalness workflow. ont the very top of the shader settings we would have to choose the workflow we want to work with, it should look like that : old style : diffuse,height, specular metalness : albedo,height,metallic,roughness with the possibility to add a specular channel for in special cases you need that) reflectance : albedo, height, gloss, specular_color here you force people to use the best practice, and you must to paint the metal color onto this type of textures map you would output when you are done. prevent user to use the color onto the albedo if you have a specular color map linked with that shader type. also that would be perfect if we could add additional textures types like AO, opacity, emisive, mat_id, but also bake AO and curvature map. we just need to define if this output will be RGB, RGBA or only grayscale texture. 3d coat can or ca But anyway, the screenshot demonstrates that Andrew is not working only on the pbr rendering, but shadering improvement. I keep my fingers crossed and I strongly hope for the next stable build why not the version 4.5, that could be shipped with a full revisions of the UI fondamentals, adding a main outline from the one you could switch transparently from any the the current room system. it could be a render pass layer, so the viewport display the proper stuff into the viewport. if you select a retopo mesh you acces the proper tool on the ui. The brushes options panel should also be revised, i just want that menu displayed when you hit the spacebar to fit my needs, cause in that current state, it's a tool that i never use.
  6. the AA look really good, not sure where this has been rendered, from render room or is only real time, but it seem that andrew already anwsered here :
  7. some more : dirt plastic ( full size )
  8. some more from Andrew on TW More one-click filled materials : Dirt support via AO condition : full size
  9. thx for sharing this screen capture Andrew. it makes me think that it would be nice to have a post process effect that improve the antialiasing.
  10. fuzzzzzz

    Normalmaps compatibility test

    check the preferences
  11. There is two challenges for andrew Imaging that andrew start to develop the metalness workflow instead of the reflectance one. metalness : metallic color are stored on the albedo map reflectance : metallic color are stored on the specular color map how to swap those data , maybe directly separate all this and configure the output to fit metalness or reflectance workfow? the second challenge: Roughness and Glossiness are not exactly identique the purpose of the pbr rendring is about the reproduce a material and all the subtleties so when you set your material into ue4 using a roughness map or a glossiness map with cryengine, the the material shoudl have "the same" appearence. but that would not be the case, we can invert the grayscaled map but that would not give the proper rendering into one of the two engine i d mentionned. Sure this is the artist that will be judge to how the roughmap or the glossmap should be painted. But that was something important to mention nor allegorithimic neither than quixel provide a converter, it seems that is more about what the artist consider as aesthetic details. Malo : UE4 use a post process to handle how the light should affect the final render. but alos ue4 is shipped with th full source code so its easy to learn from the source how they made it.
  12. i was really excited to read that thx for quoting my tweet Carlosan ( nice new avatar hehe)
  13. Many Shader Acting Very oddly Hi There long time i haven't posted there, but any i get into trouble with 3dcoat, i hadn't open it for few weeks and then when i open any versions of 3dcoat that I had installed on my computer, (steam 4.1.04A,4.1.08X 4.1.09X) First my specs are ; CG : Ati radeon HD 6850 tested with several Drivers and the lastest from AMD, the problem occurs in OGL and DX 64bit or 32 bits( didn't test out with cuda version) This problem affects All rooms ( paint, voxel, render). The problem : Many shaders acts oddly in the viewport, in surface mode easpecially. What i am doing, is just opening a model in surface mode ( obj, fbx, tf2 models provides with the steam version are impacted too ). Models exported from maya LT get the same issue. Mainly lamblight_depht, depth, redwax, bronze, picmat works correct some do not. I show you now how it look in my viewport with lamblight_depth shader. look at how the polygons looks with a such of distortion on the lightning over the surface of the polygons, the culling also act very oddly. now if i subdivide one time : some more subdivision applied : 3 weeks than i am not capable to resolve that issue, and make my pro version of 3dcoat entirely unusable, i didn't get that issue before, just since the last month, i thought it would be the catalist drivers, so i get back on the previous version and it doesn't fix anything. i also tried to delete the 3d-coat-v4 directory from User/profile/documents. Since i did that, all the preview thumbnials appears very diferent from before changinf from the exmaple on the left to the second exmaple on the right i get stuck please guys help me :/
  14. yes sure i can only do that
  15. hello guy, i want to share my opinion and with that, some screens to illustrate my workflow: a suggestion from me, about the various room, personaly i don't use Tweak and UV room and now paiting romm is almost useless as my workflow on the texturing has changed with substance painter. but i think the Tweak Room would be very kind of useful if we could load a model, tweak it and then send it into retopo or voxel room as surface/voxel mesh. i will take a very simple object made quickly into maya : use this very low poly model would result into an undesired result : use subdivide : using resample with linear give a dirty result : but if i import the mesh into retopo room and than split ring : if i subdivide now, 3dcoat respects the hard edges. and looks correct to work with if i must to create my middle density mesh before to sculpt within 3dcoat, (and then I don't need the paint room anymore), it just reduce a lot the usage of 3dcoat to use on production pipeline. I mean that retopo and uvs tools are perfect, excepted, that i would love if 3D Coat handle uvs shifting and especially if you need to bake the normal map for several uvmaps. But if I use maya to make this intermediate model to sculpt with, I could finally use maya to make the full hires model, no ? Also i don't feel capable to create from scratch a full very high model done directly in voxel room, some are capable to make complexe stuff within 3DC, i am not one of them, and so maya is an important tool in my workflow to make the lowpoly. sometime i could just need a very basic shape to start modeling, it will not refelect the final low polygonal model, as i would make it into retopo room when the sculpt is done. Tweak could become Modeling / Uv Room (in replacement of Retopo,UV and Tweak rooms) Each layers could have a specific naming convention, so 3dcoat can recognize the purpose of the compoenent. i see it like that : you can add several types of components, puch the button Add "RetopoGroup", will add a new group for the retopo stuff, but we coudl alos add some more utilities there , like Add Cage for baking purpose , or again, Add for proxy mesh that driven the pose tool, so we could also create and store some morph target/blendshapes, extracted from pose library. This room is capable to do all what the retopo room is already capable to, and also create the UVs. but we can send the appropriate layer into the ideal other rooms without to export the edits in obj or fbx and then reimport them into the appropriated room. This is my humble opinion, hope it can contribute to make this app better.
  16. sorry long time has passed now, thx you alot of the help, i now own a new GPU card, GTX 760 4gb ( msi twin frozer) well this problem this still remain oO the AA is horrible, and i get some very strange artefact on the surface along the edges : I know that the mesh is not intended to stay in that state with sculpting task, but everytime i have a clean lowpoly i want to load in 3dcoat, espacially for hard surfacemodeling, i have no clue how to subdivide correctely, there is no way for this i must to create an instance of my low poly and insert edge loop in maya, so why whould i need 3dcoat for hard surface modeling ? it work better when i start from the scratch with voxel and then after that a apply a retopo, but that will be the retopogized mesh that will look a little screwed because we cant to snap the poly and point we create in retopo room i perfect geometric shape that match math algo. I will post on that topic , it will illustrate what i would mean I really appreciate the help
  17. fuzzzzzz

    V4.1 BETA (experimental 4.1.17D)

    hmm, increase or decrease Object density from the voxtree layer RMB panel , change the scale of the mesh not the poly density oO ( 4.1-15b)
  18. fuzzzzzz

    Substance Painter Beta 7 Update and Roadmap (YouTube)

    i do agree with Javis too, maybe the good time to create the own 3dcoat Roadmap like Epic, or unity did it recently ? example of road map for the Unreal engine 4 : https://trello.com/b/gHooNW9I/ue4-roadmap
  19. Hello Thank you fort he help it's greatly appreciated. 1. steepy surface issue is now fixed with the additionnal Bias , so i added this variables into OGL and DX shader, DX look ok just that the shadow are a bit birghter, but its acceptable to work with. 2. the clipped faces issue continue to happen, indifferently of the scaling (low / normal / high) of the model i am working with. my steps : in maya , and so you see how i setup my scaling units. centimeter , one grid line every 100 centimeter, and 1 subdivision all the 10 centimeters, so th emodel is 120 centimeter ( 1m20) http://puu.sh/9Wznf/6ca0d297bc.png in 3dcoat preference there is no options to define a default units system, , when you dorp a modle it will aways use the default units mensure (millimeters) so 120 centimeter become 120 millimeters. change de unit measurement units to cnetimeter do not rescale the model we alrady drop on the scene. the good conversion is about to scale by 10 the model, but in 3dcoat it would be 1000.00 , as 100.00 is the default value and is equal to 0.00 with no scale at all ( pretty annoying). http://puu.sh/9WA1I/dbe5ec181b.png but still result like that : http://puu.sh/9WA0t/368564c213.png now if I scale my model by 10 in maya (I did not forget to freeze the tranfromation ;o) : http://puu.sh/9WARp/b091bbd099.png the issue persists , i also tried to scale the scene using voxels > scene edit scale, no way :/ thank you for helping me, feel a bit deseparate with this critical bug :/ Nicolas
  20. fuzzzzzz

    Substance Painter Beta 7 Update and Roadmap (YouTube)

    is there any people here that use 3Dcoat renderer ? (not me) i think that Andrew must to focus on modeling, sculpting and texturing tools, and improveme the paint and voxeltree layer system UI. cycles is not in the scope of what 3dcoat is used for. about the current layer system, it's not exactly as the layer systeme in photoshop, there are little difference that finally give you a different workflow, i think about how layer masks are linked with paint layers. I am now trying the layer masking , but probably because i am painting on a voxel object, the mask donot works at all, it was not that hard to understand how it should works, but finally it seems it doesn't.Masking is very important, for tool like Ddo (like th ecolor mat id),Unreal Engine 4 abused of masking technique composed by red, green blue, cyan magenta,yellow. About PBR, if we get a new rendering and shaders system with some shader dedicated to PBR, first, 3dcoat must to support IBL lightning, include pbr pixel shader that treat how each material get the light scene and at last hand we have the type of PBR worflow cause two workflow are available : Reflectance : - albedo (metal part are white and color are defined into the specular color channel) - specular color - gloss map - normal map Metalness : - albedo : metallic albedo is defined here , instead of specular color(reflectance) - roughness : equivalent of the gloss map for the reflectance workflow, we can obtain a roughness map by inversing the value, but that not exactly the clean way to it, quixel has no real tool for that, and metalness workflow is a lot of buggy, and there is a lot of complains about the new suite., not sure how SD/SP deal the conversion between metalness > reflectance and reflectance > metalness) - specular ( no color) - normal map Well this already a lot to achieve just hope that Andrew has a good visibility of the future so 3dcoat shoudl survive for the next 5 years, i use 3dcoat as low price alternative to Zbrush for the sculpting, 3dcoat is alway the best app to make retopology, UVs can be done in first instance in 3dcoat and rehandled in any 3d packages for the finitions, baking is generally done with Xnormal, before to be edited with nDo or Substance painter. The dev team must to stay rational, so before to hope for an integration of any third party renderer it would be great that 3dcoat improve a lot how masking works in 3Dcoat. Also two big critical problem i met in Voxel room, that i would like to be solve, 1. no way to import any hard surface model in 3Dcoat adn subdivide it with th tools inside 3dcoat, i must to subdivide my model in maya, before to send it in 3dcoat to subdivede and protect the hard edges on my models. 2. put a simple cube in voxel mode, it will ruined all the hard edges, this make me enable to use confortably the voxel room with hard surface modeling.
  21. nope i thought it would have been enough to post on this forum. i have packed my user /profile/documents/3d-CoatV4 and pushed the archive on my dropbox, the link is the one below. https://www.dropbox.com/s/uyg6l86z5lsr07a/fuzzzzzz_3D-CoatV4.rar there is two interesting file to dig out, log.txt and unknownshaders.txt? i am not very good at Shader authoring, but i got some base knowledge about it, and i am almost sure about what the problem come from ( Depth and SSAO) Note that today i had tested out two older catalyst drivers, 13.12 and 13.4 without any progress , this is added to the drivers i already tested and gave me the same issue , I will now contact Andrew at support@3d-coat.com, and drive him onto that message, we will see
  22. Back, with some more information. First its important to understnad that the problem i encounter are two combined problem. the stranges lines that appears as distorded on the polygons surface, is probably a problem with the SSAO pass of the shader ( ogl/DX) I remind me very similar problem when i try few month ago to add a post process shader in to Source Engine, to add the SSAO, it resultat into bad data into the render target. the second problem i get, is about the depth pass in the render target, that is probably also linked to the Screen base position and scre up everything in my viewport. I dont know how to fix that, that really annoying, and bother me alot , i don't know with what shader i should use instead. Unfortunately all the shaders that have depth informations gets the same issue in the viewport. what should i do ? the only thing i should have done since the shaders are all broken, is an update of my driver, but i have tested out some older catalist driver, and get the same probleme everytime.
  23. humm, look like unistalling 3dcoat from steam and then delete user\my_profile\3dcoat-v4 I just have tested out a beta version i had on my hdd (4.1.08) and the distortion on the polygon has disappeared. unfortunately, reinstalling the steam version and launch it make the issue happen again. so i will remove it from steam again. and will wait for a new release on steam. But i still have a very odd issue with the camera clipping in the viexport. i will post some screens today, when i will be done with the 3dcoat installation ( 4.1.09).
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