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Haunted

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Haunted last won the day on May 13

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About Haunted

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    Neophyte
  • Birthday 07/01/1987

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    https://irrgeist.de/

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    Male
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    Germany
  • Interests
    3D stuff, music production, software development (C#,C++), web design

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  1. Just a short update. It's not finished yet but I am still at it. I am missing a lot of free time lately. As of now I finally managed to get the image textures out of Blender. In case you create your PBR texture with Blender first, the images will NOT be copied to the Exchange folder. 3DC will read them from their original location. Blender stores images in the .blend file (if not changed by the user manually). But I think it will work out. I could copy the images to the exchange folder and reassign them within Blender but I think this is not necessary. If you paint your 3D model with 3DC first, it shouldn't be a problem at all. What now: Get 3DC to read all Blender Materials and Texture Data Export all files from 3DC to Blender. It's not that much left, hope I will find the time super fast to finally throw out the Beta!
  2. Hi @Barracuda, if the original old AppLink works for you, you can import a mesh from 3D-Coat and import the PBR textures with my AddOn. Shouldn't be a problem. You have to export the PBR textures manually as described , though. Hey @unity2k, i am still on it, it's just my time management is a little bit bad at the moment (Private stuff and other things in my pipeline). When everything works out I will be back on track this weekend. Hopefully the beta will then be ready to test too Depends on how time consuming it will be to import multiple materials into Blender and keeping everything synchronized. It's always annoying when the real life comes by and robs your time :P
  3. Hi @tokikake, thanks The upcoming AppLink will correctly show the Export To > Blender dialog. The whole workflow is working as of now: Create with 3D Coat => Export To Blender (Blender has to be open) Create with Blender => Export to 3DC (3DC has to be open) I just need to implement some specifics like multi material and correct PBR texture creation and updates. I hope I can post a beta soon, so y'all can test it and use it. Edit: I will also post a video tutorial, when I am done, explaining the basics.
  4. Hi @sHAYM4N, thank you As of now the PBR AddOn for blender creates a new material on the selected object. It imports all the textures that have the name of the .OBJ in it. I am planning to include a way to support multiple UV sets/materials in the upcoming AppLink AddOn though. This AddOn will also include the texture import AddOn. I am in contact with Andrew to work things out ect
  5. Hey @digman don't worry, there are no dumb questions Yes, my Exchange folder is located here (Windows 10): C:\Users\Irrgeist\Documents\3D-CoatV48\Exchange I also create a Blender sub folder via script (AppLink plugin) I also tried to capitalize my Blender folder. I don't get the "Export to" menu option. Maybe @Andrew Shpagin can help out here? I am using 3D-Coat 4.8.10 (DX64)(educational) Importing and exporting is working so far. 3D-Coat created the exchange folder and recognizes the files inside the exchange folder.
  6. Mhh weird. My exchange folder ist set up: Exchange/Blender Using the latest stable release of 3DC :/
  7. I am planning on adding a scene folder inside the Exchange/Blender folder. The folder name will always be the scene name of blender. On the 3D-Coat side, you would have to manually export your stuff into the Exchange folder and rename your scene to the folder you created. As of now it seems that 3D-Coat only shows an "Open in original App" menu entry, when first imported from Blender. After that 3D-Coat will always export the data for the specific Blender scene. Workflow: Open Blender, create model or import something > Export to 3DC > Paint or do something else > Export to Blender via "Open in original App" Maybe I am missing something here, but using 3DC first, does not give me an export to Blender option:
  8. Ich bedanke mich vielmals für diese netten Worte! I am also thinking about something like this: You can create a new PBR material that is empty (leave fields empty) or select specific PBR maps. I even think about the user selecting one map, and the Add-On finds all the other maps by name in the same folder and fills it in automatically using the suffixes like _color, _normal, _roughness ect. The use case I am thinking about is: You already created a model with textures in 3DC and exported it and want to tweak stuff in Blender. So you import the obj/fbx and create the material using this feature and render it with Cycles or do other fancy things with it, maybe bring it back to 3DC for Per-pixel painting. Could also be used to simply import existing texture maps as a new PBR material to an imported model you've found on the web. Does this make sense?!
  9. I'll just leave this little teaser here: It's nearly done. Have to work on the import to Blender a little bit more and check out how to best handle multiple object export/import. Workflows supported as of now: Metalness/Roughness and Manual. Manual will make the 3D-Coat import/export dialog popup. The other one won't. The texture import will be based on the Principled BSDF shader and should work with any Node setup, there has to be a texture at the end of each PBR input somewhere though. More soon .
  10. Hi @unity2k thanks for the nice words At the moment I am ill. Hope I am getting better soon, since I have two weeks off of work from tomorrow on That means I can invest some more time into stuff like the AppLink, besides all the other stuff I am into. Last weekend I took a deeper look at the existing one and the overall techniques behind it. I'll keep you updated on the progress!
  11. Hi, did your try posting your question here: http://www.blenderartists.org/ ? Except my solution with groups to control each X Y Z value separate I posted above, I can't help you with the OSL. Maybe someone at blenderartists forum can help you out to get the math done the way you want. Check out this one: https://blender.stackexchange.com/questions/58426/use-another-node-to-control-vector-mapping/58428
  12. Hi. Tkinter is Python's standard GUI Library. It will not work in Blender since Blender has it's own GUI Framework called GHOST that's developed with OpenGL calls. I did not look into Blender's Python API that deep but the only way to come up with a single slider node seems to be OSL scripting. Maybe someone at the official Stack Exchange has another idea. BTW.: What do you mean with "3DCoat Python"? AFAIK 3D Coat has AngelScript support (or even direct C++ API). Please correct me if I am wrong.
  13. You can get the XYZ values of the UV by using a "Separate XYZ" node: But to adjust these nodes manually I guess you have to use a script node using an OSL script. I have no knowledge about writing OSL though. Maybe this can help you. Another idea: Create a Group with this setup (Create the node setup, select all and press Ctrl +G to group them: You can drag t he Group Output nodes to the second input of each Math node. Maybe playing around with the Math node can help you out here. The final group can be used like this:
  14. Haunted

    [Solved] Move tool restrictions ?

    Thank you! Turning of Ignore Back Faces seems to solve my issue, even though I don't get why. Sculpting a simple ball does not behave like this.
  15. Haunted

    [Solved] Move tool restrictions ?

    Hi, Maybe it's supposed to work like this, but see this video. The move operation sometimes does not work as expected:
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