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About jima

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  1. How do all of these gallery pictures get such photo-realistic renders? Are these done with 3dc native renderer or are they using something else? I am trying to accomplish this objective without trying 1000 combinations of settings - ideally the rendering environment would default to PR. I have seen architectural rendering engines but those are way too expensive for me. I am primarily a hobbyist who long ago used Bryce. I got used to that workflow, but did not care for the garish pictures produced. So, something PR, easy to learn, light on the wallet. Thoughts anyone?
  2. What were the results of the rendering survey? I've used Bryce for a long time, but photorealism is costly in terms of time to render.
  3. I'm not sure cluttered is the right word. Massive comes to mind☺. I think the old hands operate with the program intuitively at this point and may be concerned about embarrassing the rest of us by dumbing down their helpful explanations. Ramping up newbie productivity quickly would be good for the success of the product, I'd imagine. It may be up to us newer users to add to the wiki etc because the older hands just don't appreciate how little some of know about the several different areas of program. Sent from my SM-J700T using Tapatalk
  4. Thank you, Malo. I will expand my studies with this useful information. Per your explanation on adding primitives, I will be glad when 3dc has the mind-reading option Is there written doc somewhere explaining uses for these various type layers - I don't see people asking dumb questions like mine - so I wonder how they learn it> Thanks again.
  5. I like this presenter, but it did not directly address my current training need. But thank you, Carlosan.
  6. Up to now I've gotten by in 3dc by picking and choosing topics and looking at related videos. I honestly do not have a grasp of the over all structure of the product. For example, now I am adding multiple objects to a scene where I have been working on single objects up to now. I wish there was written documentation that explained how things hang together. Videos complicate matters because you necessarily have to guess which one might touch on the topic you need to learn and then sit thru the video in a linear fashion to find out - or not - what you'd like to know. Another complicating factor is the fairly rapid evolution of the product and changing nomenclature. I get the layer concept for painting, but I have seen discussions where the term layer is applied to voxel objects: ie "put each object in a separate layer in order to confine changes to only that object". I have made a number of missteps. So, given there are painting layers, are there also "voxel layers"? How come the voxel tree does not automatically add a primitive as a separate voxel branch/entry when I add that primitive to the scene? I hope there is a document I am ignorant of that explains the structure/design of different aspects of 3dc in simple enough terms for me to understand and relate it to other software I have used. I usually model in Rhino. So, boiled down: 1) is the term layer used in more than one context within the product, or might I have blundered onto discussions where nomenclature was misused? 2) how does the voxel tree work? I apologize to more experienced users about these questions, but as I say, I have found no relevant documents for these basic foundation questions. Thanks all.
  7. Hi All, I'd like to remove the "ghosted" underlying mesh geometry that shows thru on renders. Heightened texture seems to work, but I want to render using very smooth materials now. Guessing there is a setting somewhere with which I am not familiar. Thanks, Jim
  8. jima

    how can I make a glass pbr material

    Thank you, Michael. I bought your glass set. I rate your awesomnity at 11 out of 10! I never would have guessed the final material would require 4 separate layers. Which layer would be the best to change the color if for example I'd like to create yellow glass or red, etc?
  9. I've been working on making a glass material. I want to make both "frosted" (translucent) glass and transparent glass. Do I need a special shader for this to work? I'm still developing an intuition about pbr materials. I thought a good approach was to turn off metalness, depth and roughness and set color opacity to 50%. This still results in a flat non-shiny non-reflective surface Thanks in advance.
  10. jima

    Questions on pbr materials

    Update. Here is another useful video: http://www.yourepeat.com/watch/?v=BmO5dxcNWF4 Important takeaways: 1. use detailed SEAMLESS textures for color and depth 2. when you Import an Object for Per Pixel Painting, set UV Map Typing to Auto-Mapping:
  11. jima

    Questions on pbr materials

    Thanks to both Michael and digman. Thank God for youtube. That Russian video was *very* helpful for sorting out using the graph tool. Yes, I agree with you both - repetition may do the trick.
  12. jima

    Questions on pbr materials

    I am primarily a sculptor and the little I knew of material creation was obsoleted with the advent of pbr materials. So some questions/points. 1. I notice that Unity and some other 3d engines have pbr. Is there a common origin of all pbr systems? Is 3dc pbr descended from one of these other engines? Essentially, I'm trying to determine if pbr materials can be imported into 3dc from one of these other systems. 2. I've worked with textures in Bryce (by no means an expert) and based on that have created (kludged together) some smart materials. Quite unimpressive results. I've watched the video Javis made. It is clear he has developed a confident fluency with this tool. But I think he, like a lot of experts, forgets how diverse (dumb?) the audience might be. Also, that video in particular is a little blurry (I like to be able to see the path names for files used). Are there other videos in the works? Ideally, I could use a careful and thorough demo of each property in a layer, both by itself and in conjunction with the others. For example, I need more on info how to adjust and use noise. The conditional property looks really cool. It is clear that the primatives are there - I just don't know how to use them. 3. I find I need primarily sand, rock, and stone materials, and I think at this point I may have to buy them. It would be really ideal if 3dc had a huge palette of diverse materials as was shipped with Bryce 5, say. Like every follower, I depend on the kindness and patience of able leaders. Thanks.