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About Ascensi

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  1. Ascensi

    3DCoat 4.8 BETA testing thread

    @Andrew Shpagin is vector displacement maps supported in smart materials? ie; the normal/depth map slot? could you add support for this? thank you.
  2. Well I flipped all the files of one map except .lights -unknown to me and basically when I view the map in 3Dcoat it has the look as if the normals are flipped.. Anyway this process tedious and daunting/advanced. I hope @Andrew Shpagin would be willing to add a environment map flip & rotate feature so that we can work on models with the exact kind of lighting on any side of a model.
  3. No such folder in my documents but I looked into the installation folder and searched for panoramas and I found them in "panoramas_ggx2" folder in .dds format. I looked the format up and it is stated that I can edit them with Gimp : "Launch GIMP, click the “File” menu and click “Open.” Click the “All Images” menu and select “DDS image *.dds” to filter out all file types except for DDS. Select the file you wish to edit and click the “Open” button." Would this create problems or is this the correct folder to edit the environment maps? thanks again.
  4. Thanks for the quick response. I've been looking for the folder that contains the exr file to make a copy and flip it but I couldn't locate the folder and I also read that changing/converting a file may remove the lighting data. Could you direct me to where the panoramas are located? I'm using Windows 10. I wish we could just right click on any of the panoramas then have the command "open file location".
  5. I've got models that need to be painted and seen with environmental lighting on the bottom from particular profiles. I'd like to be able to flip the existing lighting profile but it currently only gives me the ability to rotate the lighting angle. I'd be happy if i could flip/rotate the model while in paint room but it seems I can only do that with the camera. Any help would be appreciated.. I'f tried searching for answers but all that comes up is about rotating the camera which doesn't help me in this case.
  6. Ascensi

    3DCoat 4.8 BETA testing thread

    @Andrew Shpagin does 26.02.2019 4.8.34 resolve the 16K depth map export crash I was having? were you able to reproduce the error?
  7. Ascensi

    Vulkan (OpenGL) and 3D-Coat.

    @Andrew Shpagin Any chance of seeing Vulkan support in 4x or 5? We really need some GPU acceleration on 8-16k GPU Ambient Occlusion generation and hopefully the ability to optionally use the video ram and host ram if there isn't enough video ram. Newer cards like the RTX 2080 Ti have 11GB ram and having another card with sli mode will allow access of 22GB with combined GPU power without bottlenecks. I find that creating AO @ 4096 with 4x anti aliasing with a project set to 16k texture resolution crashes often. I'm working with photo scanned textures and need to paint with the highest resolution possible. My computer is an i7 4Ghz @ 32 GB ram and virtual memory is set at 30 GB. Vulkan api on a computer with multiple graphics cards may allow doubling or tripling the speed since it has multi GPU card/device and multi GPU and cpu core support. Adding support for this may also prevent other crashes for features you're adding because it seems like they are often related to 3DCoat running out of resources. I hope you consider this change, thank you.
  8. Ascensi

    [Solved] The Normal Map Preset issue

    I'd also like to request a C4D preset for normals that can be selected in a new PPP project. I would of created it myself If I knew the operations of C4D. I don't have it but I work with AAA content/textures created by it and would like absolute compatibility with the libraries I have then export to other pipelines as needed.
  9. Hi I keep getting glitches in creating/painting PPP mode with displacement and not seeing the displacement work almost at all exporting to unity.. for a while I thought it was the texture export config but in the end I compared the mesh output as obj by 3DCoat (which doesn't work) with a displacement compatible mesh from a Unity asset which worked just fine. Unity depending on the model structure will actually add extra verts on import and cause deformities/UV glitches. I used my 3DCoat textures on the unity displacement object and it works fine. What I'd like to see 3DCoat create on import and keep on export to low/mid poly is equilateral triangle meshes like the picture below to prevent stretches and other artifacts. This is the best mesh algorithm to work with displacement maps -in Unity at least. I've seen the same glitches in iClone as well. Lastly I'd like the ability to export textures painted on any model that will seamlessly fill in on another object with a solid UV rather than only taking the UV of the unwrapped model -is this currently possible? This Unity article reveals other issues & requirements needed for Optimal Unity Compatibility. https://docs.unity3d.com/560/Documentation/Manual/class-Mesh.html Thanks in advance for any help on the subject you can offer.
  10. @Andrew Shpagin I've tested 3Dcoat in VR with the Vorpx software and it was pretty amazing but restrictive due to lack of a light field camera setup which with a light field setup we would be able to see the model at different angles via head tracking but in it's current display state we just see 2d unless the object is rotated manually. A light field as you probably already know is not just multiple cameras but also a post processing rendering technique. You could simulate a MicroLux™ fly's eye lenticular lens (hexigonal lens) overlay over the model's window and the interference pattern beneath it the simulated lens decodes the pattern and in VR we should be able to look at the model full parallax at all angles(up, down, left & right) I have a contact that can provide source code for the Microlux™ lens compatibility so this could help create a VR version (simulated lens and also use the real lens on any LED TV/Monitor. Also if this works the same idea could be used for the looking glass holographic display (it is not full parallax ) meaning you can see at angles from above or below. Full parallax allows angles from up, down, left and right.
  11. I created this tree trunk sculpture in Unity with a Voxel terrain system.. if I had used a different brush I could have created it within seconds. My question to the Developers is do you think you could make the Voxel system work with the smart materials the same way? https://youtu.be/Sk-3HvfHSPc
  12. Ascensi

    How to properly overlap UV's?

    I have tried to use your example above to hopefully organize the UVs to create better displacement/less cracks painting in PPP mode with heightmaps but for some reason it doesn't align the UVs tight together like the last image . I'm using version 4.8.25 GL64
  13. Ascensi

    [Solved] Heightmap Export for Terrain

    hi there, I was looking for that in the new version of 3DCoat V 4.8.16 but doesn't seem to exist, has it been removed or renamed to something else? thanks
  14. Ascensi

    3DCoat 4.8 BETA testing thread

    @Andrew Shpagin Is OpenSubDiv3 planned for integration? it's apparently faster/cleaner, less memory intensive, is more compatible with non-manifold topology and is now compatible with game engines. Using OpenSubDiv may be more efficient for painting HD displacement projects even with older hardware. Ultimately I'd like to try painting with Vector Displacements.. I'm also requesting Vector displacement maps output from the makers of 3DF Zephyr software for scanned photos rebuilt to 3D models (photogrammetry) I currently have an i7 4ghz, 32 GB ram, two GTX 970 video cards and SSD's -maybe powerful enough to paint Materials with Vector Displacements!