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tokikake

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Everything posted by tokikake

  1. The 3D coat option import "UVset as tiles" is mainly for UDIM UV I think. then I can offer some actuall case which I use this option. In this pic, as you can see there are 8 UVtiles 1001 to 1008 of UDIM, but there is only one UVset in blender. but the mesh have "17" material group (aka material slots in blender which assgined to surface as group) ans As you already dsicribed, when we use your plug in to transfer, we need to use option" Treat material as separte texture. (I think it is reasonable) then if I use "Treat material as separate texture" without "UVset as tiles"(OFF) 3d coat generate 17 UVsets as same as material slots counts. it means 3d coat will export color texture as 17 UVsets,, (I miss count as 12 in pic, but it actually 17 material group and 17 UVsets in 3d coat) If I use import "UVset as tiles" 3d coat will generate only 8 UVsets as same as UVunits counts. But I found if I use both option at same time , it cuase shut down of 3d coat (about newest beta). So practically I can only use one option (import uv set as tiles or Treat materials as separate texture) about this mesh. (though I do not know why it not work) then If I only use "import UV set as tiles" it generate matrial group as same name as UVtiles number. 1001 to 1008. as ideally I hope 3d coat plug in will accept it (use 8UV sets only then export 8 textures for each UVtiles) though I think we can not use this option for current 3d coat and plug in ,, because plug in need to use "Treat materials as separate textures"
  2. I tried to make screen shot movie (I hope to find best aprication for the purpose as free ^^; many free scrreen capture apps often tried to add some strange applications in my PC,, and it is difficult to clean un-install,,, ) anyway made it,,and link with dropbox. hope it can help to tell what I reported,, https://www.dropbox.com/s/gwhu67f9usvhspp/test.mp4?dl=0
  3. Hi, haikalle thanks to show your setting. I think, if I use Import or export UVsets as tiles option seems cause issue. and At current I can see, alberto, metalness, roughness texture node are generated correctly, but Normal map only generated but not plug in to principled bsdf normal map correctly. I seems not use good option in blender plug in UI for update (re-import texture),,, Do I need to check OFF some options? eg generate nodes etc
  4. >carlosan Happy new year! then yes Brush sensitivity is OK. but not work about negative depth alpha,, for me,, then I do not know which brush is called as default,, but the alpha which I used is often seen in 3d coat training tutoriall too. (and it is categorized as 3d coat brush,,) I think, if 3d coat do not count negative alpha (grey color 0 to 0.5)? because, if I use them in sculpt room, any brush can show me as negative depth.(concave),, In paint room (I test with UV mapping mesh) , I can see negative alpha can concave only when pen sensitivity is ignored, but if I use additcive alpha (0.5 to 1.0) for depth, and use "invert" or with ctrl, it work as concave.. so I may try invert these alpha in another 3d aprication, then use "invert" option in 3d coat, I think it can concave,,, I know most of 3d brush not use negative alpha (0 to 0.5) for depth too, so is it designed so? If you can test with the same brush, (I believe most of user can see same brush ,,as "3d coat brush set group") which I used, in my pic, really apreciate. I hope to know it work for others, or not..
  5. I do not know when this problem started,, but recent versions beta can not count negative brush alpha with brush pressure mode in texture paint for depth I think. it seems happen about alpha brush texture which include "0 to 0.5" range gray scale color . (so it need to work as negative depth) then these brush do not work with invert option too. 1, load obj or mesh as UV mapped mesh. 2. select brush which work to invert depth ( black 0 to 0.5 gray color brush) 3. set Top menu brash depth otpion as brush pressure. 4 use brush with option which use pen plessure for depth on mesh. it never show any depth change. 5 If I set top menu brush option as no brush pressure (turn icon as mouse = absolute) negative depth work correctly. I test with both wintablet or tablet pc in preference, but not work. this problem only happen about negative color brushes with pen plessure mode. (include grey ). if I use plus depth color brush (0.5 to 1.0), and use negative option, it work as minus depth. can someone confirm ?
  6. happy new year all. Then I do not know, why I can not "up-date" with custom Object/Texture folda. the interesting thing is,, actually 3d coat send texture and mesh to the directory which I set in blender. So I think, plug in work corectly about custom directory, (though I see some duplicated "\\" for path in log. (I think, it seems try to add un-need "\" to set path for export from 3d coat?) but when I use "up-date" command (button) of plug in UI, it not generate nodes for material in blender,,, Just additional reference,, I use default setting to export (from 3d coat) textures, and meshes, (color, metalness rouoghness normal only) and set them as png. can others work without problem when you use custom "Object/Texture" folda? (though I do not feel many trouble to manually set nodes, (because textures are already exported correctly)
  7. @Carlosan Thanks, I follow these topics you linked, but it still complex enough for me ><; I really like to serch 3d coat training video (official and other users offered thanks!) so, If you can request andrew or project team, I hope,, to see new 3d coat tutoriall video about Vector dsiplacement map,,, "how to generate (bake) Vector Displacement map (tangent space) from high sculpted mesh, , and use it for your low poligon model (sub-D) in another apricaiton. I know there should be many case, (mix with normal map etc), but I hope to most basic procedure, with simple sculpted mesh, (eg sculpted cube) Anyway If I can generate vector displacement map (tangent space) , I can use it in blender,,, with multires modifier, etc. (I only concern about "vector displacement" so hope to know which option I need to use more clear ^^; do not think about usuall grey-scale displadement map.. I know how 3d coat generate it,, )
  8. Really thanks I may set the object/texture path in my each blender projects directories! then I may keep all modified texture in 3d coat without care file path in main drive , so it is very useful for me,, that I can easy change object/texture folder with each blend scene.
  9. Hi thanks Haikalle after understand usage, it works well for me (though I mainly try to paint mesh from blender scene then return it to blender with adjusting UV etc in 3d coat) Then do you know correct way to set "3DC2Blender" directory, as in another drive? I have set 3d coat, custom document directory (user files for 3d coat) in different drive already. by set COAT_FILES_PATH. and my "Exchange" directory are located there. but 3d coat and blender use "3DC2Blender/ApplinkObjects" directory for applink (default my document path of C drive) and it not change by "COAT_FILES_PATH" to import export, mesh and textures. Then I hope to exchange the locaton too. eg,, I hope to move " "3DC2Blender/ApplinkObjects" under another drive. then use it to store mesh, and textures. because I often need to clean up my C dds drive, then I hope to store textures not in C drive... so all textures are saved in I drive. I can copy and paste textures then set path again in blender shader node editor,, but I prefer to set path for export and import as I like with plug in,, I assume I may only need to edit some file path, but I afraid , break current status. If it can be done easy, help me please. And if plug in need to use the default path of "3DC2Blender/ApplinkObjects" I request to add option which can change ApplinkObjects directory from UI, as future up-date
  10. @Carlosan I saw another topics about VD in this forum but it is old topic,(2011, 2012 etc) then I hoped to know clear,,. So you means, we can not use the VD map, for retopo UV mesh + sub-D , at least about current 3d coat? or import sculpt mesh as microvertex paint (when there is sculpt mesh, it show in paint room to micro vertex paint,,) I tried to generate VD texture for retopo mesh by "export texture" from paint room, but it simply generate perfect grey texture for me,, or I need to use taxture baking tool ? or you means I can import VD to show disiplacement for micro vertex painting? And Can I request it in Trello , bake vector displacement map from sculpt high poligon to retopo mesh? or there is already same request? (I often try to request in Trello but I still can not understand how it work ^^;)
  11. Could someone "teach" me, how 3d coat generate (and bake) Vector displacement maps? I have serched about vector displacement (as you know blender already offer nodes, so you can see how it work, but not offer way to genearte vector displacement map) my sculpt skill is still beginner ,but anyway I want to know, how it work. eg just use primitive in sculpt room, then how generate "vector displacement map", to use low poligon mesh node (in blender cycles) ? I tried before but no success, ,, and serched google, I happend to find this topic so I asked here
  12. So it seems, PaintStorm style of 3Dcoat? I am interesting, but at same time, I can not suppose how it work at current,,And I have no complain about current varieties of 3d coat brush. Maybe texture , alpha, , and some stroke modes (mix of pressure, and dot) can be set in "Brush Options" panel as one unified brush options?
  13. I have requested i and sent report to mantis, about 3d coat "unit scale" things, as same as other quite a few users.I only hope to know more stable simple work flow , to manage my scene unit scale, voxels per units, Grid counts and each grid interval, and measurement tools. because it work differently what I supposed. At same time, I suppose there should be veteran user, who know clear way to manage all what he planed. And hope to hear another user view about scene scale and units things with measurement tools. Do 3d coat users hope to keep current 3d coat manner about scene scale, voxels per units, and grid setting because it is already good enough? If so, hope to know your procedure. to controll them. 1. keep scene unit as 1 meter, then import 1 meter mesh ,it show 1 meter mesh every room. 2 keep gird counts as 10 per units (1m) , then it show 10 grids in 1 meter units . and extends 10 times. ( show grids in 10m range ) 3 measurement tools show mesh length correctly. (1 meter, or 100 cm or 1000 mm about imported 1m cube) 4 generate 100 voxels per units (1 meter) Can you achieve these things easy ? I reall hope to know stable work flow. Or 3d coat need more improvement, it remain some problem ?
  14. I want to set 3d coat scene unit as "1m" with scene scale "1.00". what I expected,, all 1 units which used in 3d coat, should keep 1 units = 1 meter. so I import mesh which use "meter" for world units, it show same size, with measure tool in 3d coat. when I set brush size as 0.01, it represent 1cm brush radius.it seems reasonable. And I hope to set custom grid line "10" per 1 meter ( my units setting) . then it shold show 10cm interval between grid, and hope to change "Voxels per units" for sculpting , I may set as 1000 or 100 for per units. (1 meter). The problem is,, " Voxels per units" setting value effect, "custom scene gird " and "measurement tool units" I think. but it is not excepted. grid units, and measure tool units should not be effected, by " Voxels per units". One thing I really feel complex is, to setting units and grid, what I hope and keep same manner about mesh which imported from another aprication, which use individuall scene units. (meter, cm etc)
  15. haikalle thanks up-date and sorry I said wrong ,,X axis should along left (-) to right (+) in blender (as same as 3d coat ).
  16. Hi haikalle at first I hoped to say you tahnks thanks thanks (I understand there are many user who offer those plug in as free, and we can use them I really apreciate all your efforts as same as other plug in vendor what I can do is only reporting something what I found only,, though I tried to check python code, I can not solve problem,,) Then I do not know if I need to setting about Z-up thing , of course if I export obj, I usually set plug in, so this plug in may use FBX exporter setting of blender? If so I seems not clear what setting is best,, (so when I use this plug in I do not touch any setting about axis,, then in blender I usually see Z up cordinate, it is default, then right to left =X axis,, front to back = Y axis.. after transfer I set 3d coat import setting like that, (it is most of case my default,,) then loaded monkey face usually look -X axis direction.. (so in 3d coat front camera, it looks left side) maybe it caused by FBX export setting? (then if this plug in use blender FBX exporter,, I think there may be case, it remain some bugs,, I everyday find some kind of bugs about 2.8 ,(complied build from git,,)
  17. @Daniel I manually made "Exchange" directory" in my COAT_FILES_PATH . (my custom 3d coat documents folda, all 3d coat user file will be saved there,,) once you set exchange path, I believe, other files will be auto generated. when you click "transfer" in blender., and export from 3d coat. I alerady tested (delete all files in exchange once) . other files are auto- generated again. but if you do not use custom 3d coat document directory. you may need not. as default Exchange folda, is in your document . =============== I found when I import FBX by this plug in,, FBX rotate 90 with Y axis,, (or change X and Z axis In 3d coat) , so if I see from front view, Blender monkey look left side,. It may not cause problem but ideally I hope it keep same view (my request )
  18. I found it was my fault because I already set 3d coat "Custom documents folder" as my PC enviroment path,, COAT_FILES_PATH = I:\3dcoat\mylink by tutoriall I got in forum,, then when I set it, I did not know clear how app-link work with new path. This time, I onece un-install all documents 3d coat directory too. (in default location,,,), I still keep all user file in I drive,(my 3d cpat enviroment path) then it not cause issue for me. then re-install 3d coat. After all I needed to set my "Exchange" directory, not in my main drive default user documents, but the new path which I set as my Custom 3d coat user directory . about my case,, I:\3dcoat\mylink\Exchange I manually locate there, then set "Exchange" path in blender. and re-open 3d coat, now 3d coat show improt menu ,and I return menu (open in original app) too ,, really thanks and sorry to take your times.. I hope if someone set custom document path already, and app link not work,, try my way,,
  19. Thanks kind words I report all steps what I tried,,, 1 3d coat plug in is activated in blender 2.8. I see all panell, as same as your pic. and main action (transfer, up-date) 2 I run 3d coat 4.8.25 (and set it as paint room) too. 3 I load cube in blender 2.8. I select cube, then click transfer. I check my add on setting is like this pic,, I set "Per pixel painting" (So I hope to export cube to paint room with UV) I could see your plug in export FBX in console.. (your script log) "FBX export preare , and FBX export fetch,, then export finished.." But my running 3d coat (Open GL) nothing happen. (it is arlready opend paint room) I try ,run 3d coat, after I "transfer" mesh from blender, about that case 3d coat just show,start up menu. then if I close menu, it show same UI. (no paint object) And,,, I can see setting file coat3D_exe.txt, and import.txt in my documents/3d-caotV48/Exchange,, when I click transfer, both file are up-dated,, and I can see FBX name in import txt. (I click 2 times, transfer button, then it show 2 FBX I think,,,) C:\Users\TAKE\Documents\3DC2Blender\ApplinkObjects\3DC001.fbx C:\Users\TAKE\Documents\3DC2Blender\ApplinkObjects\3DC001.fbx [ppp] And coat3d_exe.txt discribe, the 3d coat path, (what I currently run,,and I set so in blender UI) C:\myprograms\3D-Coat-V4.8.25\3D-CoatGL64C.exe Untill you offer new app link,, I happend to delete 3DC2Blender directory before,,,, then I re-install 3d coat several times, but it can not return the directory, then I manually put directory and "Exchange_folder.txt " like that,,,,, And I see, "Exchange_folder.txt " and ApplinkObjects update, when I click transfer.. If My setting is wrong, or I need another file in 3DC2Blender folda? if I need how I can return it?
  20. Hi this plug in will work current 3d coat beta? I arelady activate your plug in for blender 2.8 (newest build which I complie from git blender BF) And I set 3d coat exe path as current installed 3d coat beta, in bleder 2.8 ui, (property, scene >Folders l) then when I click transfer, I could find FBX file are exported,, in "C:\Users\TAKE\Documents\3DC2Blender\ApplinkObjects" but even though I run 3d coat. exe, it never show the import setting window., 0:25 Select object(s) you want to take into 3D-Coat and then press Transfer. After this you can open your 3D-Coat 0:33 You should see this window when 3D-Coat opens. Though I could manually import fbx, but it not up-date, and I can not I am afraid, I set 3d coat user directory path, in another drive,, if it cause matter? and I can not find "export to blender menu" I blieved old versions I could find the menu,, but recent beta versions, I can not find the menu too > <;
  21. I use windows 10 but it may not change I believe. Because when I import dds current format texture, 3d coat can not load texture as alberto map . but when I import dds (old format type) texture to 3d coat could load texture as alberto map then show the color on mesh. Both can load with other paint soft which support both type dds. (about this plug-in, it need to rename dds2 for new format) https://forums.getpaint.net/topic/111731-dds-filetype-plus-2018-11-17/ My test textures are actually used for skyrim and skyrim SE (for 64 bit version) ,in game. Though I think most of current 3d coat user may not use dds, but 3d coat seems start to support modders, then if 3d coat can load dds directly ,and export it as current each format option, it may gather more user who like to play modding of recent games. ( I simply hoped to add tatoo or make-up easy in 3d coat, then request it)
  22. Hi Carlosan at first thanks you always help my question then I know there is dds option. but I think I can not import dds (it had been changed format, from DirectX 9. and it usually need plug in to import DirectX 10 DDS. so some paint aprication can load DDS (DirectX 9 version) but can not load DDS(DirectX 10, 11) And I almost confirm current 3d coat only support the DirectX 9 DDS only. But anyway I test again, then if it not work report here. I tried to request in Trello but can not understand how request, and I think, I may need more test. (so if it already work, it is welcom) ========= I can confirm Unfortunately current 3d coat can only load dds texture Direct X 9 type format.(DXT1 to DXT5) It can not load Direct X 10 dds (BC1 to BC7), then it can not export as new DDS. Though there are already plug in which can convert (usually I convert dds (Direct X 10) to png then import to 3d coat) but hope if 3d coat can import and export new dds.
  23. The title is all what I hope. I do not think current 3d coat support those dds. I often need to convert them (I am not photo shop user, then serch around plug in etc,,) but if 3d coat can load them directly as texture,, it help me a lot Thouhg I do not know, howmany user may need it,, but it becom standard for game textures, I believe.
  24. 3d Coat beta (windows 4.8.23(64bit)) , winows 10 XP. Even though I change "voxel per units" from 1 to 100 , there seems no change about, geometry "voxel density" So it only matter for 3D grid ? if So there seems no reason, we have menu for "3d Grid custom density" I change "voxel per units" 1 to 100" , but keep measurement unit as 1m. and import same obj, it do not change voxel density, when I check it with wire frame view. But the voxel per units effect 3D "grid". There are some properties about "unit" ,but each unit means is really un-clear. eg I change paintroom> measurement tool> tool option> measurements units ,from M to cm, Basically I hope, it never change actual geometry size. just change how represent actuall size. so I hope 1M cube need to show as 100 cm. but it not work so. if I change "mesurement units", 1m cube change as 1cm. at same time it change grid size. I think, to measure geometry for actuall world 1 world units . it decide "1 unit distance" to import and generate mesh. from import format each values. 2 measure tool units , it never effect mesh size. just change how represent "length". so 1M length = 100 cm , if it not work so, it can not work as measure tool. 3 3D view Grid density, it simply decide sub grid counts of 1 units. 4 voxel density, it decide voxel (for sculpt) counts for 1 units every 1 unit length should be same. and it decide by "world units" So about 3d coat, each tool "units" represent what value?
  25. Hi at first thanks to try keep unit scale between session for new beta. But what I really annoying thing is,, 3d coat unit seems not apply for grid. I import 1m cube from blender with default scale (1.0) as obj. then I set Unit etc , 1 in sculpt room>geometry>Edit scene scale , scale 1.00 and all off set = 0.00 , 2 geometry > Define mesurement units , set Units = Meters, Voxel per unit = 1000 (so I hope to generate voxel 1 mm density), Unit scale = 1.00 3 I set Measure tool option, Units as meters = 1M So in my pic, it seems correctly shown. But I needed to tweak around for Grid units,,, as I mentioned,, I set 1 unit as 1 meter. but 3d coat grid seems not use the 1M units, even though I set up-so. I needed to set Grid Step as "1000," "0.001" (edit), then it can show reasonable 1m grid (division 1) . when I set Grid Step as 1 without knowing it,, my obj is too small in 3d view. so I needed to serch around what cause problem still. untill I set grid step as 1000, I can not find any grid to get aproximate size, without mesure tool. I do not think, it is reasonable. usually I expect, mesurement units = grid units. so Grid step seems try to count voxel density too? and I hope to know, what means, "keep unit scale between session" ? because once I close 3d coat, then next time I import new obj for paint room, I needed same step from scratch. So I need to save scene first, and everytime use the scene untill import obj? I definetly suggest, please offer option to use same unit scale, and grid setting in user preference. It is most important setting I believe. once I decide it, do not hope to change it for each session. without I need to change them. It is not useful, just to get same unit scale,, If I need to keep session or I need to use same saved file to import obj, everytime.
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