Jump to content
3DCoat Forums

fuzzzzzz

Member
  • Content count

    99
  • Joined

  • Last visited

Posts posted by fuzzzzzz


  1.  

    4.5.33 [beta]

    - Shaders updated, correct rendering in render room, good sss for sculpt objects. See screenshots:

    1.jpg  2.jpg  3.jpg  4.jpg  5.jpg

    - Extrude faces, extrude vertices, Intrude, Shell implemented for retopo/select/faces mode.

    - RMB->Share item/folder works correctly for PBR materials

    - If "Material preview" window is collapsed it will not pop-up again when you are switching rooms.

     

    Thanks you Andrew,  for the update .

    I would as a reminder to redirect you on this old feature request i made long time ago :

    http://3dcoat.com/forum/index.php?showtopic=17329

    the reason that make me purchase for a Zbrush license and never come back to 3dcoat.

    just had a try with  the latest  4.5 33 but exact sample problem, i just try to setup the lattice and i did something wrong i can't to undo and the masking can be reverted...

     

    Another thing i hate with 3Dcoat is the confusion with symmetry tool, it create new polygons that are hidden into the model you must to clean up disabling the sym and then delete one complete model side, and if, all the vertices are no longer exactly at 0.000 on the symmetry axis.

    you try to select them and move them all to snap the 0, using numeric dialog from the transform option panel, but it don't move each point to 0 on the sym axis, the other that were good before will being wrong after that.

     

    This issue with symmetry happens since the first build i try when i purchase for a license of 3dcoat, i ever had some issue with every model i made with 3dcoat. you should really polish Andrew.

    every time i notice there is new beta version, that looks great, few hour later someone report for a new major bug , basically when you read the detail of the bug, it make me think that the version is not a version that can be use, ust to prevent from some various bug that could happen at anytime, so finally i download the new version and i never install it because someone report a bug.

    It all about the frequency of the release of a new beta versions, that has good point to get new version every weeks. but 

    you should consider that you make a private beta, that you share with some guy from this forum, and when all reported bug get fixed, you can release a public beta version that make more sense.

     

    Many in the software editor delivers beta version that people use in production. when pixologic release a version there is no bug at all, or so less that we can survive for many month without any patch fix.

    so as customer and as the beta version is a service offered to the customer i would like to have the possibility to work with more recent build but that has a better stability.

     

    What do you think ? sharing this with you is only some kind of help to make more people happy with 3dcoat..

     

    Best regards,

    Nicolas

     

     

     

     

    sorry for being rough like that, but i d to let you know about

     

    This a core tools, for any modeling app, and if that doesn't work well, you can have the best feature ever, 3dcoat is just painful to work with, i hope it change, but i will not upgrade to V5.


  2. great news about the refactoring.. i must to confess that i stopped to use 3dcoat because of the insane poor performance on my computer., not only for that but this is themost restrictive issue i got with 3dc..

    Andrew, can you tell us more about what half-open-source mean for you ?

    opening 3dcoat for plugin authoring is a good thing that I already had suggested on this forum, because it would be impossible to compete with Zbrush without the help of third parties developers.

    If half open source mean that there will be a module,  manager, an software kit devlopmentsdk and a git repository onto the one we could commit a pull request , that's fine.

    • Like 1

  3. Greg thx for you fast reply,  i appreciate you suggest such of future possibilities for 3dcoat , but i am not sure it would not impact the development of the main application, i would really like this to be possible, but even if there is more new recrute on the staff, and a new branching and new type of customers would by the way give you the twice the work that is ncessary right now to progress on the current build.

    i really think that open 3dcoat to thirdparties developpers is a best thing that could happen to 3dcoat and his staff ;)


  4. just hope that developer of 3dcoat will focus on the app instead of adding a new branch for tablet devices.

    3dcoat is million years on late on what Zbrush offers for modeling/sculpting so i would liketo see some more progress on the app, i would agree with a free educational version of 3dcoat, and to open the app to thirdparty developper so this could maybe help to improve 3dcoat and make it more polyvalent that it is right now.


  5. Aren't they directly translatable as in 100% equals 1 and 50% equals .5?

    0.5 =  128 128 128 but if i know i need  to paint  96 96 96  or what ever I want that is not easy to compute mentally , how can i know which value i must to use ? i take my calculator ?

    i hate to calculated percentage but this is the math to get the right value  if you need to paint stricly this value (RGB :96 96 96).

    96 / 256 * 100 = 37.5%

     

    What could be very nice to have in 3d coat, is that input value could compute basic math or automatically transform that value into percentage for metalness and gloss.

    And that could be useful when it come to move any object with transform tool in voxel room.


  6. 1. i would like to store and easily access such of preset of colors for easy access, i don't especially need to store the gloos and the metallic values, but just the colors and named them, but i really don't want to use the pbr library.

    So i think it would be nice to have a color swatch panel like in photoshop and store all the important colour tone that fits the Pbr chart made by sebastien Lagarde or whatever you want. n the state I can create an image and pickup the color from there, but honeslty that 's not really confortable to pickup the value from an image.
    it could look like that with fast tooltip when the cursor hover the items :
    http://puu.sh/dIYUh/6f1eaf9a11.png


    2. why metallic and glossiness values are in percentage ?
    it should be a value between 0 and 1 so we don't have to think the convertion that could make a lot of people confused about the exact value to use in percentage.
     

     3. Agree with Rengto , without a good naming it will become harder to remember what does the pbr material presets withou to test them one after one.


  7. thx Javis for the video

    I am still not quiet about the workflow, think i will pass my way.

    1. the use of both Metallic and Gloss terms, shorten immeditaly the consistency of the naming convention between reflectance and metalness workflow, from what i had already learn on the topic.

    each game engine use a specific workflow, now each 3d painting app is using a specific workflow too.

    Things went simple when it was about none pbr workflow at all, and now it had become entirely indigestible from my opinion.

    Good luck to new starter guy, that start to learn UE4 unity and many 3d software at same time :x

     

    Now Technically speaking, and for my own work, I do need these color id maps (not especially to handle various types of material on the models i want to render in Ue4), but to create dynamic material within material editor in UE4. I need to apply Erosion, Aging, and weathering effects dynamically with this color map id.

    how can i do that with the tools you show in the video ?

    Can i export the final uv mask per layer ? so i could simply edit this one in PS and mount the others layers final  uv mask  into a RGBA texture file, so i could load that as masks, ready to use in UE4 to apply aging effects on them.


  8. as i have nothing special planned tonight, i just had done some test into substance designer

    1. here i just have grab the same free and pbr ready material  available here at game textures.com

    this is a glossiness workflow in substance designer with the proper shader eneble in the 3d view

     

     

    substancedesigner-gametexturecom-reflect
     

    2. here is a metallic workflow but without specular layer :

    that 's my own prefer setting gloss map is inverted and i apply a clamp to remove pure black and write value. (the specular is disable don't take care about these nodes :o)

     

    substancedesigner-gametexturecom-reflect

     

     

    3. here it the same material that the previous graph but i had added the specular map that i blend it with the roughness map as it is done on UE4 quixel demo.

     

    substancedesigner-gametexturecom-reflect

    • Like 2

  9. on the first image , i demonstrate that UE4 don't need specular map to trender correctly, this the Methodology employed by epic game devs, so this way you could plug your albedo into diffuse, metallic into Metallic,  roughness already handle the specular effect, and the albedo provide the color of the specular effect.

    This it the realistic demo and i used ue 4.5

     

    ue4-metallic-shader-setup-no-specular.jp

    Now i would like to share with you how unreal engine developper must to handle the pbr material from the reflectance workflow  to get an acceptable rendering : ( source : Gametextures.com PBR material into UE4 )

    ue4-gametexturecom-reflectance-setup-in-

     

    Details :

    metallic value are interpolated and i use some constants variables to define them.

    masks are used to define the type of material roughness (read that RGB value has different grey value)

    roughness is inverted with a One Minus node, then a clamp node is added to remove the pure black and the pure white ( note : values are a bit exagerated on the capture ^^)

    I had recreated a pbr metalness material into substance deisgner, the problem is exactly the same than with UE4, specular is necessary to get acceptable specular reflection. you must to add the speuclar map !

    UE4.6 is downloading, but i will download quixel demo again, but that i am sure the materials must to have a specular map plugged into the materials to get an acceptable rendering.

    So now honestly, i will not use this METHODOLOGY, it seems that 3dcoat is going to the wrong direction,  i want my specular to be defined directly into the roughness, this is for performance purpose, it can work with a very small level, but a level with thouhand of mesh and materials, that is just simply not acceptable, the additional time of work the workflow is goiing on with 3dcoat, would impact the artist, and how to say if with your final composition your level will not will look  all false.

     

    UE4 Shaders Constraints : when you create shaders with the material editor of UE4 is that we are limited in the number of instructions and the number of texture sample we can call per shader. multiply by the number of actor in your scene and your can ensure that it will reduced the perfrmance. it would be not a good idea to create material layer with such of tweaked shaders.

     

    This is definatively the workflow i am looking for the resason mentionned below ,  cause it would simple increase the ratio the make cohabit correct material that use full metalness workflow, to cohabit with the retro ceonverted reflectance pbr shader.

    An important detail that nobody should forget about pbr material , in game engine that support pbr technics,  the Global illumination as a big impact on the rendering, that is somthing that you could take in charge.

     

    For Andrew, if you need an UE4 user as beta tester, just ask :)

    Edit : sorry the second screen was not correct but i had reuploaded the image.

    • Like 2

  10.  

    Most of this discussion seams to be about game engines I'm assuming expert to animation programs like LightWave will still work normally as well?

     

    i just hope that 3dcoat will provided to us three typeq of precomputed shader  to work with the various methodology, old school, pbr metalness and pbr Reflectance.

    just that it seem its will not be compatible with metalness workflow, for some reason that i would explain in the different post.


  11. a message from unreal engine developper to clarify the topic about gloss versus roughness :

     

    The material model is based off of Disney's. I've had experience in the past with a physically based model that was DiffuseColor, SpecularColor, and Gloss. There is nothing more or less physical about it. It is just a different interface to the artist. In my experience there are things about it that are problematic that I intended to solve.

    Gloss to some people isn't obvious in how it works. What does gloss mean? Although high gloss and low gloss are perfectly clear to me on more than one occasion there has been confusion or debate about which produces sharper or blurrier reflections. Roughness is clear to everyone. It is immediately understandable and clear as to what effect it has on light. The unfortunate thing is that it is opposite the intuitive intensity of specular reflectance. This means that roughness maps look inverted visually. For this reason some engines have gone with "smoothness" instead, which if I were to do it again I would strongly consider.

    DiffuseColor and SpecularColor have a complex relationship that requires a great deal of artist training and is very error prone. Artists need to be taught that metals have black diffuse and colored specular, nonmetals have noncolored specular of about 4%. What is that in sRGB space? These sound simple but trust me, making sure the textures followed rules like this is a long and difficult process. Having the parameter Metallic is much simpler. Is this metallic, yes, no? Now there is nothing to learn or screw up except setting metallic to something not 0 or 1. The learning process with this material model I have seen go much better.

    An additional advantage is storage savings. Materials can often assume constants and not require textures for Metallic or Specular. The GBuffer gains one channel by storing Metallic and Specular instead of SpecularColor.

    There is a downside being that it disallows some nonphysical materials with diffuse and colored specular. Occasionally that can cause issues but most of the time this is a good thing.

    There are many others going the metallic route, Frostbite and The Order come to mind. The Disney presentation made a really big splash.

     

    Source

×