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Ascensi

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  1. Ascensi

    3DCoat 4.9 Open Beta testing thread

    In the smart materials within PPP mode, any added layers above the base layer seem to add to displacement and bump.. I keep having to to paint with the base color and then turn on additional layers in the ao and disable the global depth layer so it doesn't paint depth over the depth added by the base color layer. Currently using DX version. @Andrew Shpagin I noticed 4.9.14 grey normalized and zero level is grey, normalized output results have been switched since 4.9.12 I'm going to assume that you've investigated the output profiles and are now producing the correct output? if not they are now reversed - grey based, not normalized is now the high contrast and the zero level level is grey is now the softer one... They both work, even the high contrast one is no longer producing artifacts/spikes along the seams although since the switch the softer output is more compatible with iclone.
  2. Ascensi

    3DCoat 4.9 Open Beta testing thread

    It's a mess..it will specifically crash on using anti-aliasing at 4096 or higher as well on 8-16k projects.
  3. Ascensi

    3DCoat 4.9 Open Beta testing thread

    Increase your virtual memory to 25 GB or so.. also try disabling and layers like AO that the curvature doesn't need when calculating.. when I deal with big projects sometimes I have to disable the painted layer to generate an AO layer.
  4. Ascensi

    3DCoat 4.9 Open Beta testing thread

    @Andrew Shpagin @carrots Before moving onto any new features could you please update the Texture Baker Tool? I'd like to be able to bake out several projects each additionally needing the AO, metal, roughness and displacement.. the EXR Grey Based is the export constructor version that doesn't work for iClone, - produces too strong displacement.. I hope at least a dropdown is added so we can just select the type and method (export constructor and no export Constructor) then the format and type.
  5. Ascensi

    3DCoat 4.9 Open Beta testing thread

    Gamma is already set to 1 R,G,B, unless there is another area besides preferences to set this. I don't know if it matters but this output is in DX Version , I don't know if export constructor is completely matched in GL version. The maps generated are also not the same, if you look at the first red image above, your right side of it has vertical lines that are light but the export constructor texture does not, the export constructor version would have created those vertical lines with stronger definition as it seems everything else in the texture is the same but darker. If you try to fix something there please don't change the non-export constructor output lol that's the one that is working! Maybe export constructor Grey based is set to normalized and that is making it look darker? The normal map issue is this: an entire collection of textures/smart materials works fine and mixing another smart material set looked fine in 3DCoat but when exported it doesn't look right from the other company's smart material as I've shown in my examples. I disabled the normal map in the animation program, although it became flat color the glitch was gone. It seems that something is being added to the normal map to cause lighting mismatch. The only difference between the different company's smart materials is that one collection isn't using the "curvature mask - more on convex with contrast -.300" and the other collection is.
  6. Ascensi

    3DCoat 4.9 Open Beta testing thread

    @Andrew Shpagin Feedback on export constructor 32 Bit EXR Grey-based, not normalized VS non export constructor 32 Bit EXR Grey-based, not normalized both are monochrome red (awesome) but! the 32 Bit EXR Grey-based from export constructor produces spikes (its vivid or stronger contrast) but the non export constructor 32 Bit EXR Grey-based works perfectly! At the moment I'm using 3DCoat DX version and was trying to understand why my files were coming out spiky again after you suggested that i should be using the export constructor. So initially when you created the fix it worked but I wasn't using export constructor. When I was using export constructor 4k EXR worked fine but not for 16k and with 16K in general I had to reduce the multiplier from 1.0 to .5 to get it to scale properly Export constructor has other color information and you can see it if you increase the levels in photoshop but if you increase the levels on the file without export constructor you will see the whole image get dull and bright. I noticed that the Texture baker doesn't have the "Auto Smooth Groups angle" option, is this automatically applied when baked? I have projects that were not set with the smoothing angle that they need.. are they irreparable???? I wanted to bake them to a new/better mesh and use displacement but many of the projects didn't have smooth groups enabled. When you have the time would you mind adding an option to rotate the HDR enviroments Vertically? I'd like to be able to work on painting underneath the model.. I tried flipping a map in the past in Photoshop but it didn't work for me. Also if you're looking for some breakthrough ideas to outshine competitors, may I suggest the option of having "procedural animation materials type" that can be baked but allow use to paint these animated procedurals while also seeing them animated but have the option for play/stop. There are some very fast Video codecs that the game engines have integrated like (HEVC) I don't know if that is ideal/plausible but it's a concept.
  7. Ascensi

    3DCoat 4.9 Open Beta testing thread

    I found the cause, it was a different material that initially looked fine. Maybe mixing different smart materials with different normal map types mess up the final output? if so maybe custom import settings for the Smart Materials UI should be added so 3DCoat can identify and convert all the normals to the same type on export. The outside of the model texture1 looks absolutely fine when exported but the inside (second texture) was a different smart material likely with a different kind of normal although looks fine in 3DCoat. I thought it had to be an issue with the textures.. below an example completely fixed with using a different smart material belonging to the same texture database. Not only that, I no longer have to worry about play around with the RGB settings!
  8. Ascensi

    3DCoat 4.9 Open Beta testing thread

    Displacement now works perfectly with the Grey -based red monochrome! Big thank you to Andrew!! One last issue I have was the default normal map is messed up! I've read some other users find a solution for blender such as setting non-color data but I found a temp solution for iClone which messes with the brightness etc. Can a proper default Normal map be generated without having to change color values externally? Here is my temp solution: Actually there is one more thing. Is there an option to set the smoothing angle to a project that has already been painted? is this even possible? There are other projects already painted that I need to convert. I spoke too soon.. I looked closer and found a mismatch
  9. Ascensi

    3DCoat 4.9 Open Beta testing thread

    Adding Cycles free would be nice but I'd pay extra for an Iray plugin, it uses all CPUs and GPUs together, takes advantage of RTX OpitiX for realtime Raytracing wit AI denoising. It works very well with iClone. I also have keyshot 5, Indigo render and, Octane but overall I think I like Iray best for easy setup even for complex scenes.
  10. Ascensi

    3DCoat 4.9 Open Beta testing thread

    I just emailed you the model, textures and doc.
  11. Ascensi

    3DCoat 4.9 Open Beta testing thread

    Ok, will see what I can do. Thanks Andrew!
  12. Ascensi

    3DCoat 4.9 Open Beta testing thread

    .5 is apparently supposed to be in the middle .. iClone uses a default 50 percent gray for no change inward or outward with the displacement That's all I got that Reallusion has shared with me. Reallusion support doesn't understand normalized and not normalized, Zbrush doesn't even have it. Personally it doesn't matter to me the method so far as it just works but Reallusion's EXR displacement seems to require just red but the detail is not there maybe because you are using black-based not normalized. They do have other basic displacement textures that the output in photoshop looks like this: Reallusion or myself doesn't understand what your normalized/not normalized option does but it makes me think it's doing some kind of brightness/contrast adjustment and the Reallusion textures seem to require 50/50 greyscale
  13. Ascensi

    3DCoat 4.9 Open Beta testing thread

    Yes I have, I've shown the comparison,(the bottom of the second picture) it doesn't show properly in iClone.. the detail of maps using the exporter in photoshop isn't there and when in iClone isn't in red with EXR. Displacement glitches are seen. I've recently exported with mid poly mesh (20 MB) and most of the errors are gone but it kind of defeats the purpose. There is a compatibility issue here. The latest example was created using half the amount of subdivision available and I increased the tessellation just to see if greatly increased subdivision levels were causing deformities in the exported maps but the same problem exists.
  14. Ascensi

    3DCoat 4.9 Open Beta testing thread

    @Andrew Shpagin @carrots comparing 8bit, 16bit and 32 Bit output for displacement using the Grey-based, not normalized the 32bit appears in photoshop as if its missing data shown in the map with red dots but if you look at the other map examples you will see them more like greyscale and more filled in. I spent some time showing what the outcome of each looks like and maybe I'm wrong or doing something wrong but the EXR and Tiff output looks multicolored.. is this normal? I'm not exporting with vector displacement. You will also see the glitchy areas. 8Bit BMP looks almost perfect but cracks are visible. The 32 Bit files even with export constructor doesn't load into photoshop or iClone with any gradient in red monochrome like Reallusion's example In the files I've generated it looks like its missing data. I'd privately share a couple of my projects if you want to test them/test in iClone. This is apparently how it's supposed to look in iClone (notice the Red texture in the displacement channel) :
  15. Ascensi

    3DCoat 4.9 Open Beta testing thread

    With Painting, it does this as well. I have to undo about 3 times before the program realizes that's what I want to do, but I've always thought that's how the program works, that it somehow needs to allocate memory or something before it can work.
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