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  1. 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?
  2. 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.
  3. 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.
  4. 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.
  5. @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.
  6. 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
  7. 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
  8. 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
  9. 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!
  10. Ascensi

    3DCoat 4.8 BETA testing thread

    @Oleg_Shapo Hi Oleg, there is a major problem with importing an extension in the 2+ GB range of smart material libraries at least. My materials are mostly 8k textures in jpg format and one in tif as a depth map for each. So for example my backup I want to restore is made of 11 materials and as soon as I try to import the extension 3DCoat tells me to restart to apply changes (within 3 seconds) and no files have been installed. One last thing, when I press on add new layer or delete etc nothing happens in the layer window icons , I usually have to go to the top menu find layers and add or delete from there.
  11. I was wondering if it's possible to paint with Vector Displacement maps in the normal channel area in PPP mode, has anyone tried this? I'm thinking that there might be some interesting results if a mushroom for example was painted on a top layer and regular grey mapped forest floor displacement material was painted on a lower layer. If no one has tried this, I'll give it a shot. I realize that the end texture export would also have to be Vector based.
  12. Ascensi

    PPP mode depth displacement painting baked into mesh

    Exporting "tessellation geometry" to use displacement maps was fine to export.. there were a couple betas that didn't export them correctly but when I was informed to install the latest build it worked correctly again. The issue I'm wanting to do now is to create and export new geometry from painting with displacement from PPP mode because the Microvertex mode doesn't seem to allow painting with smart materials (depth map influence doesn't show) -and the smart materials I've created are from 8 K scanned displacement textures that need to be painted. So unless there is a solution to be able to paint with the texture map's depth information like in PPP mode, Microvertex mode for me is not useful at all. I'm creating models for VR - bump mapping is only good at distances but fails realism close up because in VR you see everything flat with bump mapping. I'm aware of the file limit in Unity, so I plan to decimate as much as I can first then in Unity I have tools to make a new single optimal mesh with the texture out of any pieces Unity makes.. then I plan to use a fragment system for destruction so they will be smaller anyway. Then once fragmented, all the fragments are combined into a skinned mesh so there is one draw call.. each fragment inside also has an "InstantOC" component so any fragment that isn't seen by the camera (behind you, in front of you but behind another object etc) has the rendering of that chunk automatically shut off until the camera is very close to seeing it. I can have hundreds of thousands of objects in the scene, including dense meshes and my video performance will still be high -even for VR. There are also streaming texture add-ons for Unity that allow Gb of texture data to stream on low end devices without compromising performance so people can finally start using 8k textures or higher if they like. I find the performance is awesome when using denser meshes compared to using tessellation. Tessellation is good for saving file size/space but not good for performance. So back to the topic, the displacement shows itself in PPP mode if enabled -"if the model was painted by smart materials with depth/height maps" rather than normal maps and I am simply looking for a way to convert the models into a non tessellating type of model that shows the shape & detail when it was subdivided, has view displacement enabled and painted with the height mapped smart materials. Thank you for trying to help!
  13. Ascensi

    PPP mode depth displacement painting baked into mesh

    I'm using the latest beta and don't have that option showing on my except for export objects & textures or export for 3D printing. I created the subdivided/displaced painting in PPP mode and have tried to look for other export or bake options that will change the polygons permanently then decimate.
  14. Ascensi

    PPP mode depth displacement painting baked into mesh

    Applying a heightmap/depth texture to a mesh with displacement can be done in Zbrush and can optionally be set to create/bake a new the model from the height/displacement information but is time consuming - I'd have to export everything from 3DCoat then import into Zbrush. So I was looking for a simple way to do this in 3DCoat. I've done this before but not with the color texture, I need the texture to line up with the height map when baked to new mesh.