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tokikake

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Everything posted by tokikake

  1. I do not have you tube, then up-load un-zip file in drop box . https://www.dropbox.com/s/i6pl1y9m0j8nzek/coattest_20190315_201507.wmv?dl=0 you can see it without log in (if you do not have drop box account) but file is wmv. I do not know you can see it with your PC setting. hope at least you can understand what I request thanks to take your time^^ and I forget to meniton it,, the new bridge tool is really awsom thanks! (hope to use it soon)
  2. Will it come with new beta? or if I have alredy the tool ,but just miss it? Then I made simple video which use same scene, what cause difficulity when use tools with same scene. About quads tool, I think there seems selection order which seems work better. but usually I hope it work how I start select edge, which I add poligons. About Point Faces tool, I seems no success about this case. then I stop to use it . About RFill tool, as you can see, I can not find good selection to Fill these 2 edges space. Then in video, I try to select faces with use rasso brush. It work well when I set selection mode as vertex, but I can not select about edge and faces at all. with these brush,, coattest_20190315_201507.7z Then What I requested about retopo room -- primitive tool is same primitive tool currently offered in sculpt room, in retopo room. (though some primitive can not offer as retopo object I think,,) but atleast I hope to see. lattice, and spin tool (I do not know, how I call the primitive,, but easy make shape from spline curve,,)
  3. If this topic is for retopo process only, forgive me. (make poligon along to volume (sculpt mesh)) What I hope to improve about retopo-room tools, they often work somehow strange when there is no volume. to simple modeling. eg when I hope to make faces for 2 edge loop,(outer and inner), there is many tools to make poligons, but actually it is not easy to select point correctly. (fill tool, not highlight what I really need to fill, quads tool, or point faces tool, do not select last point to make quads (point other place, or force to make triangle,,) Though after all, I can do, but I need to change angle really often, just face(bridge) 2 loops, and usually make many un-necessary faces. (for worng point ) So if you have time to test of retopo room, check this attached scene , and try to just add poligons (bridge) for this 2 edge loops. I have never feel difficulity to make faces for this simple loop with other modeling tools. But only about 3d coat, I still not do these basic job easy.. (it work well, when I make poligons with volume for retopo, but I think there seems some problem to pick point with inner and outer faces (Z-bias?) , (3d coat tend to pick or select wrong place what I intend, or can not select) I think, this request seems almost same, what Gary Dave suggested. I really think, 3d coat retopo room offer many powerful tool, but just need some enhancement for steady workflow. simple-bridge-edges.3b
  4. Hi Alex, to model simple base, I hope to see "Primitive tool" in retopo room . They are really powerful to make base shape easy. and offer Lattice to modify easy untill generate. or we can adjust paramaters to change shape. But I think it is a little pity, even though they are simple shape, after all, we need to retopo them. But if 3d coat offer simple primitive tools, and generate clean mesh (with ratice) in retopo-room (with UV) , it is really useful. (we can use the mesh in sculpt room too)
  5. Thanks ^^ I will test it . generate opacity map (by alpha) seems more clear. which alpha of texture we hope to use for simple transparent. (or translucency ).
  6. And I perfectly content with current status about alpha , but If someone hope to not generate color map, but hope to use alpha map as opacity map (mono color alpha) then there may be case (eg daz studio iray, use mono color map (aka cut out opacity, or opacity map to set opacity). then ds, can not use alberto alpha as opacity . And user hope to generate "opacity map" , by use "alpha" like my pic. (of course this map can be used in blender node ,as same as color>alpha) If there will request about opacity map,, (or iray cut out opacity), better separate alpha map group node, from color, emissive,, etc.. (do same thing as color map group but separte as opacity or alpha group) the merit is, now even though there is no color map, (eg use emissive only), we can still set "opactiy" in blender from coat generate node. In my pic, I choose format sloppy, but may be if I generate opacity map, I set so. (I do not know other way from this export UI) but after all, if there is no request, you may need not care ^^.
  7. Thanks new version corrected, UDIM tile , and alpha noddes set up in color ^^ one thing, I feel somehow strange is,, even though I do not use alpha about other map, now your plug in try to generate alpha out put or all map group. (color metalness, normal). It may not problem, but I often see, wrong one (eg normal map group alpha are used for final out put ^^;) So I only need to change plug, from normal group to color group,, but check please if you can. (I suppose,, alpha only need when user set export setting.. I do not know other user how use alpha for normal map,,,anyway,, final output is problem. plug in need to use alpha in color map group (or diffuse, alberto) group , alpha, for final out put>alpha. then I can easy use it as mix factor without dig down group nodes ^^
  8. Now I keep test with alpha, then I think, 2 seems no problem. (alpha value is usually used as mix Factor value, then I supposed, use color mix node may cause issue, but at least about cycles I can not find difference. so it is up to you. about 1, I can confrim, when we need to add color map for each UVtiles, , alpha added with color. after I manually change to gather alpha only, then out put as alpha, it seems work. I sometimes see, color alpha node not out-put but, metalness or other map alpha is out put from group,, (I do not know why it happen, we may only need alpha about color map,,)
  9. Thanks, and I could confirm, if I export mesh, unfortunately, about these type UDIM, UV seems corrupted. so about this case (UDIM tile UV) untill 3d coat change way, we should not use export mesh option. (it seems not matter, how I set option in blender, but when export from 3d coat, (texture and mesh). Then I apologize to test about alpha, there seems some simple mistake i feel. (I understand you are busy enogh ^^;) 1. need to add alpha and alpha, you seems add color + alpha about these UDIM tile generate texture. 2 as my test,, color add node may not work , use math node for add alpha (UDIM1, UDIM2, UDIM3), then it work without problem. sorry can not offer full report, but if you test alpha, with hide layer zero, then export,, then check 3d coat nodes >dolor nodes please. color added with alpha, and the add node may be better use math node. (not color mix>add)
  10. Hi it is not about setting thing, but about UDIM type tile report. I do not hope to bother you,, but it seems better maybe these case should be happend, if user like to use UDIM tilinig. I think at current this plug in can generate texture nodes, with use mapping node, then arrange again, and work . But it seems work ablut 1001 to 1010 tile . 3d coat can generate texture for 1011 or 1033 . (the second or third U tiles) , I know there should be case, we hope to use them (separate some parts , to clear see UV by use another low) like this pic. I confirm, after up-date,, those second, or third second low (1011 or 1021 etc ) textures (3d coat generate) not generate in 3d coat nodes. to cut out your time I apply cube which already tiled so. (but no texture) then test please.. you may see,, 1011 texture will not be generated. (but it is in folda) aftere you edit in 3d coat and Update,, I think, your way can be used for these U low tiles, (actually I can generate mapping nodes to work them) then reported thanks ^^ cube1mat3tile.blend
  11. THanks ^^; I apologize,, I stick option which I prefer ^^; I afraid, plug in overwrite mesh and UV (untill FBX export corrected by 3d coat side) then keep it off in blender and 3d coat then asked you,, plug in overwrite or not,, without clear discribe, which option I choosed,,, I sleep this night,, see you tomorrow ^^;
  12. Of course, I attached now. . and I suppose you keep export mesh in 3d coat option.. then you do not see it. newtest_20190313_020911.wmv
  13. Ha ha thanks I now did . then actually when I check off "export mesh" in 3d coat option, (and I keep not import mesh/UV in blender option), it cause this issue ^^; I know, I should follow default options ,, but I often try to use options as I like,, then it often show these problem. after talking with you,, I think, if without re-export mesh, plug in can not check it which is exported one?
  14. No. I first duplicate mesh. . then I know, it use same material, then change mesh name, and material name. (by click to a copy and make single user, so now duplicate mesh use different material.) And,, now I test with some option,, then I think,, when I export mesh from 3d coat,, now it only up-date for import one. as I menitoned, I do not need to export mesh again to blender, then everytime I check it off (in 3d coat setting ,when I return it)
  15. And I know there are many up-date to improve,, then the correct import setting in 3d coat, may different from first one. ,(top page discribed) So after solve this problem,, hope to make it clear for other users It may change with each mesh UV and material slots, which user set. (eg there should be case, we should not use separate material as textures, but use tile as UV set. (new UDIM way,, 1mat and 3 UV tiles. it need to use UVtiles to separate in 3d coat ,) and there should be case we need to use "Turn on 'Treat material as separate textures'" and force 3d coat to generate UVset as same as material slot (in blender) (eg 3material, but UV are merged and overwrapped as full mesh.. if just use UVtile,, we can not texture in 3d coat, because overwrapped UV.)
  16. Yes I often duplicate,, but as you know, the first test,, the cloth and footwear is no duplicate mesh. But I afraid, blender 2.8 depthgraph cause issue. (I do not rely much about current status of blender 2.8.) And I test default cube and sphere, then edit sphere in 3d coat, and up-date in blender, cube actually change texture.
  17. overwritetest_20190313_000109.wmv
  18. Maybe I can confirm,, at current, plug in generate nodes for meshes even though they are different data meshes. I attach blend file, then check it please.. (I pack all file,then it may show texture too,,) About this test, I just make 2 cube, then set different mesh,(name) objname, and material name. and UV change a little. I change 2nd mesh shape too. then I import first cube mesh to 3d coat by plug in >transfer,,, and simply fill all mesh. then use plug in to transfer texture again.(file>open in original app) Once I up-date,, this time it generate 3d coat nodes for both obj (mesh), and show textures. but these 2 meshes have different mesh data. (at least I named so) and different material name. then it have different UV so, it not work about another one. I do not know why about above test, my figure mesh keep textures clear.. the append zip file is too large,, sorry,, (I do not know,, maybe texture size?) ====== this time I check command line, but no erroer message, to up-date. it up-date without problem, then could not offer log sorry. overwritetest1.zip
  19. Hm,, I test again to make new mat for shoes. then about this time, I duplicate the shoes, (which I merge as one material but keep separate tiles to test UDIM) To confrim, after duplicate mesh, I copy new material then name as custom2. I clear see, default shoes mat is name as custom 1. so it keep all texture material as same as before. then I remove all material from custom2, to import easy. (so there is only default principled shader, with default value for the duplicate shoes) and I select duplicated one (shoes) , then I change export directory. (it is not recent version you thanks to offer as link above , yesteday I build version and I use it, (up-date plug in too ) After make simple material in 3d coat, I save in 3d coat "Open in original app", and set options, then in blender select the duplicate shoes (other meshes are hidden, and non selectable to confirm) , I update.. I see some error message once, but I sometimes see it, then I click again, it generate texture and 3d coat nodes correctly for currently selected mesh and custom2 material. I hope to adjust roughness then compare with original one.. (custom1),, now, the shoes mat change to what I edit in 3d coat. And,, I check clothing mat,, the mat change too (use new texture which I made in 3d coat for new cloth, and generate 3d coat nodes again,, I think it only happen, when " 3d coat node group " are included in material nodes. because other mesh, (eg character skin) do not show same problem. and when I first made materials for the suit, I remove 3d coat nodes from material. but some of them are just un-connect, then only use textures. about these mat (which include 3d coat nodes, even though it is un-connected, or sometimes, it missing node,, (maybe I delete it once) only change and overwritten by new one . I think. Just to confirm,, about 2 shoes mesh, they have different material (name, texture, nodes) then untill I export to 3d coat, I clear see original shoes keep mat as same as before (which I made today) then duplicated mesh mat is simple white. (to edit it, I remove texture and nodes), and I used the second one to edit material . I may test with some basic meshes, and new scene.. If it cuased my file already broken about 3d coat nodes,, (I use manytimes same scene, with many version plug in,, then if it may cause issue,, I thnk)
  20. Ah, and your request of 3d coat,, was really important, I confirm and I approve.. hope Andrew offer way . It may make easy to keep textures when user need to change directory. (I often delete, 3d coat applink mesh, texture directory,,forget to keep them., now your applink offer way to keep each texture in separate directory, it is really useful,, I mistake, and delete them. because I do not use default directory, for app link,, then need to clean up sometimes.. ) anyway I test again.. sorry to take your time, and enjoy 3d coat and lbender
  21. Yes It must need option when work with up-link.. may better request in mantis or torello?
  22. Thanks ! I am now enjoying to make new mat with 3d coat, then promise to offer video or blend file. next I see same problem(it seems simply I mistake something?) I know, blender can easy overwrite mateiral about duplicate mesh (though we can change it by preference, make new material when duplicate), Blender 2.8 sometimes show strange problem about custom node groups, which generated or copy and paste, so I afraid if it cause matter. about my case, I could clear see, 3d coat nodes texture changed about different mesh (it perfectly different, so the texture never much). when apply for shoes. Then I supposed, 3d coat nodes of different mesh seems change at same time. About clothing, I plug off 3d coat nodes before (which I made with old versions of plug in), but when I apply new material for shoes, the clothing 3d coat nodes connect again. (then mix up with my original node group ). Unfortunately, I already correct the scene, then not saved wrong one, then could not show the pic, what happend. As your reply, I think if it caused I mix old and new 3d coat nodes. I now finish one set for cloth and shoes, then may try again. and see how it work, if I made mistake. Then do not take it seirously, untill I actually offer scene or video, when it happend. And it is practical request (I hope so), and maybe not change many things, I hope to you add alpha of color map in 3d coat node group, to easy use it. like these. (sorry,, said different things in one topic,,
  23. Then if it only happened be cause of my foolish mistake I hope, if there is way plug in keep track, about working mesh (and textures), then prevent if I select wrong mesh, (which not exported to 3d coat) then apply it from mesh/texture directory Untill new 3d coat up-date (it may offer keep vertex counts), I may not import mesh again, then I think, if plug in can check, texture name (which may need to include exported mesh name etc with constructor setting,, ) and compare with selected mesh name,, and if I select wrong mesh, hope to alerat "You are foolish, it is not same mesh you exported"" " , then I stop to overwrite material which need not edit Seriously when we work in blender for some complex scene, then try to use plug in to change material, there may be case,, we select another mesh then apply without intention, So it is very very welcome, if plug in aleart me, "do not do it" then stop to apply for worng mesh.
  24. Simply put. 1 I work with shirt. then finish material in blender (with mix use your plug in) 2 I work with shoes then finish material in blender (with use your plug in and 3d coat only, then apply change in blender) 3 I think, it change my materials of clothing too. (about shoes it work as I did in 3d coat,, so thanks) . I keep original blend file, which I start to edit shoes mat.. then I can confirm, when I render, it seems change my shirt material nodes, about 3d coat plug in generate nodes too. then if it caused by my foolish mistake,, (eg I select cloth , then up-date.. etc,,) I think these things may happen,,, but if there is some case which may auto-change other mesh material nodes, hope to check it please.. (shirt material nodes seems mix up, with new one though I can easy remove problem with saved one,, so just asked it as report,,)
  25. Hi haikare thanks many up-date. I approve, you keep generate nodes in new group node. And I think, new UDIM option is really interesting for me. It offer new way for me. because I have never planed to use only one material slot. Actually I recommend, separate material-slot to work easy in 3d coat. but Some times I really feel lazy, then now I only need to separate UVtile, roughly but keep only one material slot. Then use mask or 3d coat tools to apply textures only where which I need. (in 3d coat, I can see material group which separated by UVtile)then hen your plug-in auto generate new texture nodes for each color, normal, roughness etc.. To be frankly said, I still somehow afraid if it cause demerit (use map nodes to positon each generate texture then gather as one) when I change texture resolution for each etc,, But as far as I test , I think it seems work without problem. Really amzing work.. Then I have one question about current plug in,, is there opotunity, which may change other mesh which not selected, but it include 3d coat plug in nodes, overwite? I only could some test with new UDIM option, then it work well about exported mesh. but when I apply edit, (so your plug in generate and set nodes), other clothing which before I edit change maps too. I remember the changed cloth include 3d coat plug in nodes group, but at that time, there seems bug, then I manually connect 3d coat generate texture, then un-connect 3d coat group node, from my shader nodes. of the cloth. The cloth keep all material group as same as before, but the nodes seems change. I can not confrim, because I do not remember, if happend to select the clothing, which I did not work in 3d coat, then up-date, but I hope to ask you, if there may be case, plug in overwrite another mesh material nodes in the scene or not. Of course if there is case, I hope to improve it. (because we may work hard with shader, then sometimes, after import by your plug in, add original nodes etc, and not hope to change it when work with another mesh.
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