Karsten
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Posts posted by Karsten
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hey MIchael,
do i understand this correct?
What I was looking for is this:
I have a terrain object with textures (color, metal, rough) and some b&w masks (grass and water for example), let´s call them 'A' and 'B'.
It would be totally awesome if there will be some way to tell IL "hey, put the grass fx in the white area of texture-mask A and water into white of mask B"Is there a tutorial, regarding particles?
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Wow, awesome to hear that masks are planned
Hmmm, can you tell where the mask for water should be applied? I like to render some terrain with small lakes and I have mask, where
the lakes are white and the rest of the map is black...You´re right - IL is not too hard to understand - but UI could really use improovements. Other than that, IL is outstanding *thumbs up*
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Ok - I´ve found out, how materials work (but still not, how to scale objects by a factor)
Anyways, I got another question/proposal for water and fur shader: How about having them applied to an object by mask?
Like having a black & white mask, white = water / grass / fur - this would be totally awesome I think.
From what I´ve figured out, you can apply this fx only to the whole object, but not to just parts or specific areas of it.Besided of that, I think there is a lot of funtionality already implemented. What´s lacking the most is UI and menus. I hope, this gets much more
streamlined and overhauled in later versions. Same goes for the icons - most of them are too hard to remember and do not reflect the meaning of
their functions (if you ask me).Best Regards
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Sorry for beeing stoopid - but how do I import textures and assign materials to my imported obj or fbx?
And scaling seems and issue - couldn´t find a tool for rescaling (my model seems to be like 1000x too large for the start-scene setup)
kind regards
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5 minutes ago, Mr.Panka said:
Are they a lot of good and accessible renderer ? yes of course ! but the goal is not to do a new renderer, they are building a way to plug an external renderer. I don't see your point.
If this is the case (plugin renderer), go for iRay and make a bridge to instantlight and toolbag
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this worked for me, thanks Sergyi
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this worked for me, thanks Sergyi
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this worked for me, thanks Sergyi
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aaaah - let´s see if I get this right:
1st center pivot "Center in Local Space", then transform-tool zero out X,Y,Z ?!
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hello,
I´ve done some sculpting and exported the object to obj/fbx and iomported it into another 3D app (MODO). The issue is, objects imported from 3D Coat seem to
be not "centered" at 0,0,0 in my modo-scene. Objects have a little offset (dont know why) - is there a way to force objects to be centered in 3D Coat?
Like origin/pivot is at coordinate 0,0,0 in the scene?
Kind Regards
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Yeah, I think there are enough other apps specialized for rendering, be it online or offline. I dont think 3DC needs to invest much in renderer and better should focus on main buisness, like sculpting and retopo, maybe UVing...
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Ok, I did yesterday.... let´s hope for an answer
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On 31.3.2017 at 2:09 AM, grahamquest said:
OK I just signed up for a forum account here because I cannot FOR THE LIFE OF MEEEEE figure out how to use my surfacebook with pen pressure. 4.5 works, but 4.7 does NOT, but it has everything else I need (touch controls for screen, etc). Anyone have an issue? OP, did you figure this out?
hmmm, this is strange.... I am on a surface book i5 with dgpu and 3DC 4.7 trail.. I can rotate and zoom just fine - but the pressure is not applied, no matter what brush or
stroke settings I try... Do I need to buy another pen (Wacom?) to have it working?
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Was there a solution? running 4.7 trail now - but pen pressure is still not working in 3D Coat - in other apps, it does. Do I need to buy some other pen (wacom) to have
it working?
I am on a surface book, i5 with dgpu
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it´s even working in browsers: https://stephaneginier.com/sculptgl/ - I really need working pen-pressure in 3DCoat!!! even if I have to buy another pen...
working pen pressure is kind of essential to my workflow/to buy 3D Coat
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Very nice, thanks a lot
I think, I can get a hang of it, now!.... if only the surface book´s pen would work with pressure sensitivity now -well this would be icing on the cake
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hello,
I am totally new to 3D Coat 4.7 right now and this is one (of many) questions, I have:
Is there something like polygroups or materials, like in other 3D apps? For example, I want to sculpt a rock and have some other objects stick into/out of it.
Now, I want the rock and other objects to be different, separate materials. I also like to name them, so I can use this later, in other workflows (like unwarp by material(name) or
polygroup and even bake by material and so on. how can I archieve this in 3D Coat? Maybe it´s easy, but like I said - I am totally new to it
Best Regards,
Karsten
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hello out there,
I am on a 30-day trail right now and I wonder, why my Stylus/Pen is not working with pressure-sensitivity, as expected?
I am on a Surface book i5, with dedicated NVIDIA gpu, if that helps? Do I have to turn this feature on in 3D Coat 4.7 (besides switching to the
right stroke-type?) I can zoom and rotate in the viewport with stylus or my fingers, which is pretty cool - but having no pressure sens is not.
The stylus is supposed to have 1024 level, which should be fine - this is already working in other applications, like Autodesk Skechtbook, for example. So I think, the stylus works correct.
Please help,
best Regards,
Karsten
3d Coat´s 4.7 bakers
in General 3DCoat
Posted · Edited by Karsten
hello,
as I continue my 30-day trail and having spent some more time in 3D Coat, I start to like it more and more.
I discovered the baker just yet (baked out a normal map) and was very impressed, of how this is done.
Normally, I bake in Substance Painter and or designer, (xnormal before that) but there is no visual feedback, of what your settings will look like.
3D Coat does have visual feedback - like showing ray-distance to inner and outer shell and you can define areas, that have different distance setting,
which is great. In older versions, AO baker was not that good, I´ve read - was there an update already to this baker?
Does it bake curvature map from normal map or from hight/low poly?
Is there some GPU acceleration implemented already?
Could you bake "by matching name", so you do not have to explode everything to get clean bakes?
For normal map, 3D Coat seems to be really good, so I am amazed that I´ve found so little statements of users saying "I use 3D Coat for baking"
Please tell me your experience and opinions on that.
Maybe some dev got answer to my questions, regarding the bakers?
Cheers