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sprayer

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Posts posted by sprayer

  1. 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

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  2. 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

  3. 4 hours ago, Ted Bui said:

    Hi guys, 
    We finally got update request done and try updated to 
    2021.65 and 2021.70

    Unfortunately, the issue is still occurred on our end

    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

    • Thanks 1
  4. 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

  5. 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

  6. 1 hour ago, Omni-Moulage said:

    After a lot of trying, I'm a little confused now.
    I could not find better than to make several images by varying the value of "Fog Density" (especially to detail the eyes of the bear)
    Are you sure that the bit level should exceed 8 ?
    Because when I take a look at the precision of the first frame I show on my first post, the precision is only 8 bits.

    image.thumb.png.3ffe60ea2c6d9bee8b57aafe9303740d.png

    Yes to avoid terraces like this
    image.thumb.png.766f7cfcf6117e133745434fb11e30b2.png

    you need 16bit format

    image.thumb.png.b361c3c45f9217831d2f14254ef85c3a.png

     

     

    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

    1912264752_screenshot2021-11-01001.png.24d11a6e205aa88062d258910759b2bd.png

     

    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

    image.thumb.png.aff97f8f4389389ce8095992786a486e.png

    So small details like ornaments works best

    • Thanks 1
  7. @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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