tokikake
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btw, if I do not keep fix scene scale as 1.0 I think it work well but maybe 3d coat everytime auto-adjust scene scale. then it make user somehow un-stable feeling, because we often confirm the size aproximately with use 3d Grid unit size .. when model something.. so to adjust it user need to tweak unit scale etc>> it is actually compex ^^; eg if I change scene scale as 10 then use fix scene scale I could solve this issue. (now I can zoom in x10) but customized grid or view change .. though I do not say it is bug, but ideally hope to zoom in as we like. (unit as cm, scene scale = 1.0 voxel per unit as 1.0 then can zoom for 0.1 unit mesh etc)
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Dear Carlosan For me, I mainly use applink to simply make textures in 3d coat.. so it not cause many problem. But applink seems auto set Scale or voxel in unit etc I feel.. (though do not know how it set or I miss something) >> it cause clip issue. so I now try to export as obj with scale 100 (which I mentioned in another topic) Then I may hope you generate simple 20cm cube in blender (default meter unit = 0.2 unit) and export it by app-link, in paint room >> change orthographic view >> zoom in to tweak more detai I think you should see clipping issue, (can not zoom in anymore) if you do not have problem I hope to know Carlosan 3d coat setting (scene scale, voxel unit, and unit scale) please .
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Actually behavior had changed. at least about new version I do not think we can change App link Exchange folda anymore. so it need to keep default. (We can still change user 3d coat directory, then before we need to set the path (which we change in 3d coat) as exchange directory, but about recent 3d coat and app-link, we need to use default exchange folda lcoation. at least for me, it is only way to work with current blender app-link. current my app-link setting in blender 3.2 But I set 3d coat user directory like this.. (so it not used for applink any-more) (though I still see some file, in my relocate dir , which seems relate with app link ^^; but never touch them..do not know if I can safe delete them or need to keep it anymore... (I just do not touch these) haha I seems forgot directorys which I set for export import mesh/texture directory..above dir was actually I set it so in blender (you may hope to change it, for each blender scene) though I do not know actually these are used about recent app-link , because we can change it when export texture and mesh from 3d coat... too.. )
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Then I test with emission shader only in blender. I do not know why your first image show so dark, but if I use albedo map which you offer without any light source, it is like this. I do not know how to set-up same in 3d coat, so just import same albedo map, and use HDRI. it seems almost same for me..
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your viewer node is emission shader? (cycles not have viewer node as default , I remember, node wrangler may add it, but it is not same as 3d coat shading, if I check diffuse map only as render, I simply use diffuse shader. If I really need to divide diffuse path I need to use compositor, and separate path. If I simply set diffuse bsdf without any other map, it looks like this in blender. I think it is not wrong when compare your 3d coat scene viewport. Of course it may change with your HDRI or bakcground but it is usual to adjust those enviroment along with each aplicaiton. About AO, I do not use AO map when I render with cycles. then when I export texture, I usually not export AO map. because cycles can show real shade with light angle and geometry so I do not think I need it. without I make mat for game mod. or we can bake AO in cycles with actual light source.which use for current scene.
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One thing I can find is, you set metallic , for principled bsdf as 1.00 . but I suppose you should not set so. set it as 0. if you have exported Metalness map, simply connect it for metallic input. (though I suppose it should be zero black image..) with set roughness texture, then you may adjust specular value too. (it is somehow complex to convert , but actually blender princpled bsdf specular need to circulate by IOR values about reflection. (though I do not know what IOR value is good for your mesh.. check here. (principled bsdf >> specular section) https://docs.blender.org/manual/en/2.90/render/shader_nodes/shader/principled.html
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OK I now understand... all scale or import size problem was I do not like to change scale when export mesh from blender. but 3d coat not offer change object scale option when import, ( need to use scene scale etc == it is actually complex to understand for me), so now I change my thinking way finally eg now I have 56cm (0.56 meter) cube in blender. now I export it to 3d coat.. (blender obj importer/exporter updated to easy adjust scale for import export, I remember) I decide everytime when I export mesh from blender, I change scale as 100 in blender export setting. with use this setting. then use cm as measurement unit..in 3d coat. keep fix scene scale as 1.0 so 1 Meter (blender) can be imported as 100 cm Cube, with use reasonable brush radius and primitive size values. though it cause 1 voxel in 1 cm, (if I keep Voxel count per unit = 1), then when detail work, I may change voxel layer resolution as I need.. Finally I calm down myself. and may not complain about these 3dcoat unit , or scene scale issue anymore I hope so ^^;
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But it is usual size if you import mesh from blender... (because as default blender use "Meter" as one unit) eg 0.4 "meter" size clothing will load as 0.4 mm... So you may change unit as Meter or cm? or you simply change scene scale?
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As I said unfortunatelly it not work... it may temporally work, but if you keep Measure unit as 1mm voxel per unit as 1, scene scale = 1.0 then with Orthographic view, it stop. (3d coat sometimes need to change room to up-date view when you tweak unit scale etc, but after all, it stop to zoom with my current default setting. to zoom in, I must need to change scene scale or other unit setting. (eg if I change scene scale as 10.0 it work >> I need to re-adjust brush size etc,,) By the way,, I really hope to know, your recommend setting for sculpt or texture, about Scene scale, Scene unit, and voxel per unit.. eg you may hope to set cm or mm for brush radius. but if you generate mesh , you may hope to use cm I suppose.. anyway, how you set those setting value? I simply follow your way... (Usually I need to model, paint, sculpt for real figure size... with detail. so it maybe min size = 10cm to 200 cm I suppose... (so if it work well I may prefer to set measurement unit as cm. but need to tweak voxel per unit.. then how you set voxel per unit / unit scale/ scene unit? or you may test this 3d coat scene please.. (it is my test custom mesh then ok to up-load) ... Cannotzoom.7z
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When I try to zoom in current working mesh, with orthographic view, 3d coat often stop to zoom in . Or is there any option, which can change camera Focal length and can zoom in without problem? Eg my current scene I can not zoom in any more.. = I can not work detail with orthographic I often see this issue, then as my experience , to avoid this issue, I seems need to change scene scale. But changing scene scale, (change measurement unit, voxel per unit, unit scale etc) is really complicated to keep size between other aprication and keep same view with grid (So I hope not to touch those scale related values. (eg usually I keep scene scale = 1.00, measurement unit = mm...etc ) If it is current 3d coat limit, I request please free zoom. with any scene scale.. or Is there setting like blender view port clipping / Camera focal length already?
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If r-click and slide mouse quickly and select one of option first, options remain there. but r-click>> wait second >> hover mouse to select one option, options disappear.. AGDRec_2.wmv I tried , preferences> viewport > enable voxtree properties by right click , on or off, but this option seems not related with this issue.
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I can not select "Sculpt tree" voxel > right click menu (r-click on each voxel) when Sculpt tree not locate on Most right section. Right click menu actually open but, it suddenly disappear when I hover mouse and select.. 1. in sculpt room, set sculpt tree, middle column in window like this. (most of place may not work) 2. right click voxel, then it open menu. 3. when you try to select one of option, (mouse move) it disappear..
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I really surprise you could enhance so quickly! I remember, Cap tool often locate cap center point on to wrong place (which user not suppose) along with my current view. With ctrl Cap tool will locate top verts more reliable position!! Then I may request as default, it should locate center without ctrl,, at same time will not you offer option window for new cap tool, which can toggle behavior , then maybe you can add other options for future cap tool when we need..) eg I may hope,,these options. 1locate cap top on to plane ( we may decide position on the plane = cap as plane) 2locate cap top with height... (we will adjust cap height in option window input menu.. and locate center verts with keep off set height as I need 3 auto locate top as center.. 4 cap with quad mesh.. (though there should be case it not work, but try to cap with quad when it can)
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I need to apologize, as usual I describe some wrong infomation about blender UDIM texture ^^; New UDIM texture set up seems work for multi materials, I confirm..,, (maybe it had been up-dated I feel, or I miss use it still, but anyway thanks you confirm the problem. (with use UDIM set up / or simply locate UV without set UDIM texture,,after all, 3d coat can not load it as micro vertex object I suppose)
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I understand your request about cap tool, then I hope same thing.. then to locate cap center, I personally do these steps.. 1. select top edges and extrude (just click enter), 2. change selection mode as verts, transform selected verts (scale) to center. 3. finally use new weld vertices tool... (though it only work, your cylinder is clean radial shape.. and do not know how 3d coat manage it with symmetry mode..