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sprayer

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Everything posted by sprayer

  1. That's strange, i was using standard refractive shaders. I am noticed lowering opacity below 0.4 and shadow disappears, maybe this will help
  2. @Carlosan He is talking about render room and this second coat ball dropping black shadow
  3. It looks like render engine restriction, transparent object still dropping full shadow and producing this black shadow, not sure why only on this convex shape, but you may trace this if you turn off shadow in render settings. The render engine in 3dcoat very old, i hope Andrew will bring most popular embree raytracing someday. Very like how it works in MagicaVoxel. Anyway what you trying to achieve with two mesh you may achieve with single mesh and fake a bit, you need just to add base texture and Fresnel reflection with falloff it should looks very similar. Also i am sure it is possible in node system to add reflective coating. Sorry i am not expert in 3dcoat rendering as i am using for that corona renderer in 3ds max
  4. You are mention completely different areas of 3d. VR is real time engine like game models, have own requirements to polygon counts textures etc. Cad model(STEP, IGS) is completely different modelling method and it needs own program, not maya and not 3dcoat cannot modelling in CAD format. STL is most using for 3d printing it is also have own requirements for details, what not fits to VR. STL can be connected to VR, if you modelling highpoly or middlepoly model(STL) and later retopo for real time engine and texture it in 3dcoat. But CAD format you need to make in fusion360 or rhino or Autodesk Inventor or similar programs only, it's not polygonal modeling but NURBS
  5. A lot thing was changed, last version 2021.70, implemented update manager in startup menu, you do not need to change settings for scaling 3dcoat now, you can change font size etc in program. And tablet interface also was change in some version, so just find how it will work best to you and always update version if you have problems
  6. Also make sure you installing driver like in instruction, there might be problem if you plug tablet before installing driver it will install standard windows driver what may work not properly
  7. @Elemeno you just replicating blender hotkey why you think it's perfect solution for all users? 3dcoat is not blender! blender is not perfect software it also have many cons, and only one pros it's free
  8. Did you tried all this brush? Though I am also notice some modifiers in brush engine may produce artifacts. You may reset settings to brush by RMB on icon
  9. Check stroke mode on E key and make sure opacity is not affect by pressure, also check opacity jittering in brush option panel
  10. Is it persist in new scene? It works fine to me. But i found another bug @Carlosan If you drawing on model with depth and picking color in texture editor the depth on cursor will much higher, and every draw and pick increasing depth
  11. @Tubor I don't know with hardsurface option it crashing on this model, without hardsurface checkbox it works sometime
  12. I've tried to compare new autotopo with EXOSIDE quad remesher on this models https://sketchfab.com/3d-models/chess-fool-input-mesh-2306ca89b5034faea3ada01643bfcb5c https://sketchfab.com/3d-models/chess-rook-b7cf2ea41d22496882fcfa811f5f8b4c and no luck for good results, from sculpt room autotopo selects all edges. Symmetry works a bit strange and no hardsurface for rook, after 5-10 attempts it crash. The fool model is crash more often or no results at all obj.zip
  13. it looks like not a paint layer but normals issue or smooth groups or not welded vertices what split smoothing groups
  14. Renaming uv set not working steps. 1 from popup menu - perform retopo - import reference mesh 2 in retopo import low poly mesh - bake normals 3 in paint room - message appears what you have the same name for UV sets and suggest to rename in Textures-Mesh and texture resolution. 4 rename - ok , names will be the same, message will never go away Also if opens new mesh for paint and rename UV set in that dialog(Textures-Mesh and texture resolution) in paint room, the name in texture editor will not update until you switch room
  15. 2 - Or you can make own 3d model of scales for spline or single scale for brush 3 - if i understand right, you need vox layer tool, vox extrude tool, coat 4 - 5- or maybe this will work You can google every tool to see how it works
  16. 32" for 4k is useless for designer, you cannot see noise on renders and glitches on your creations, why not work on smartphone in 4k then? also this model ~3 years old, you can choose more newer models
  17. All windows has too many bugs on start, if you want to be a tester and wait updates then go a head https://www.ghacks.net/2021/11/01/windows-11-creates-lots-of-empty-folders-in-a-system32-directory/ https://www.pcgamer.com/how-to-fix-windows-11-memory-leaks/#:~:text=Windows 11 Insiders have discovered,new operating system's File Explorer.&text=For users who don't,memory is finally freed up. https://docs.microsoft.com/en-us/windows/release-health/status-windows-11-21h2 Amd cpu performance still not fixed
  18. Yes to avoid terraces like this you need 16bit format I tested as Carlosan said, you can save more bit(what is strange) only via export. So your steps -in sculpt room rotate model to look on top -go to render room choose depth pass -turn on fog and adjust a bit to see it in viewport -return to sculpt room, file->export->export depth along Y, choose tiff or exr format, make sure to mark checkbox and save image, as carlosan said tif will be in 16bit, exr in 32bit. This is really strange steps to me for exporting zdepth But note big object may looks bad as you can see on my example. it requires big value of extrusion to looks rounded, or it will be flat like this So small details like ornaments works best
  19. @Carlosan Maybe i don't understand but how to increase image bitrate on save? Because 8bit (256 colors for alphas blacks and white) is not enough for displacement especially if you cannot to set it range between black and white because of fog restriction, you can see on screenshot from topic starter it is visible steps in depth. All displacement map saves in 16 or 32bit per channel
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