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Robert N

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Robert N last won the day on March 18

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  1. Robert N

    modo AppLink

    Hi Modo and 3D-Coat users, here’s a new v3.0 of the Modo-3DCoat Applink I have been working on with changes stated in the Release Notes below. Version 3 has been tested with Windows, macOS and Linux, Modo 9-13RC and 3D-Coat 4.8. Since this is the first release of the overhauled version, I hope everything works fine. Installation: Download the attached zip and copy the „coatlink“ folder into Modo’s user folder „Kits“ (Quick access via Modo -> System -> Open user folder). Restart Modo. Inside Modo you’ll find the applink in the Kits popup at the top right. Add the Applink to your Kit workbench for quick access. Path settings for the exchange folder should be set automatically, but check them if you encounter any issues. You can find more information about setup and use of the Modo Applink in the Manual that’s accessible via the respective button in the Kit or in the /Manual folder. Depending on the shader you want to use in Modo, simply choose the corresponding export Preset that comes with 3D-Coat when sending items back to Modo (e.g. Modo Physical/Principled, Unity, Unreal or one of the Vray-Presets). Additionally you can use the attached Preset for the glTF shader (install via File -> Install extension) or build your own custom export Preset. Feedback, Bugreports, Code-Contributions or demo videos are welcome. P.S.: At its core the overhauled Applink is based on the classes designed by Styler in version 2. Many thanks for that! Thanks to Pilgway for their support! --- v3 Release Notes Added support for Modo’s Unity, Unreal and glTF shader and basic Vray support Added support for Metallic/Roughness/AO/Curvature layer transfer Added support for RGBA channel packed maps. They relink in Modo according to the way you packed and exported them from 3DCoat. Swizzling automatically gets set in Modo according to the color channel the map was packed to in 3DCoat Colorspace per layer gets set in Modo according to the shader specs Added support for multiple material masks per item Added support for multiple UV maps per item Moved from .obj to .lwo as exchange format Options to update textures or geometry or both Options for Geometry import: Replace geometry / Replace mesh item / Add new mesh item Options for Material import: Import all Materials / Ask per Material New interface using Modo's Kit UI Some additional tooltips and warning/error messages in the log. Relevant messages display as dialog. Manual added Removed options to configure 3DCoat Export Preset from within the Applink due to growing config complexity with different shaders and channel packing modo_applink_v3.0.1.zip glTF.3dcpack
  2. Robert N

    modo AppLink

    Okay, if I’m getting it right, the Modo applink currently supports Color (Albedo), Specular Color, Specular Amount and Normal Maps. The code gives me the idea though that things are more or less prepared for a Metalness/Roughness workflow and for Emissive/AO/displacement exchange too, but it isn't finished yet. Let me know if it’s incorrect. Getting these effect maps to work with the applink would be a first big step towards a deeper integration of Modo and 3DCoat. This would be a nice feature for all kinds of PBR workflows. In a second step it’d be great if we could use all four kinds of Modo materials (default, Unreal, Unity, glTF) directly with the applink. This is mainly a question of texture assignment to effect layers in Modo. On the one hand this would require at least four different Modo export profiles in 3DCoat with the assignments and channel packing tailored for the corresponding material kind.This appears to be rather easy to set up. On the other hand the applink would have to be in state to import and assign the Metalness/Roughness/Emissive/AO (and possibly alpha) maps to corresponding effect layers in Modo, depending on the chosen material type/shader. Luckily there already is a dropdown for the Shader setting in the Import Options of the Applink with "advancedMaterial" as its single entry, which lets me think that different material types have been considered. I can’t tell how complex these two steps (1: all map types, 2: all four material/shader types) are to achieve, but it’d be a pretty nice feature for us Modo+3DCoat users.
  3. Robert N

    modo AppLink

    In my experience you can make it work with the constructor if you manually change some of the export maps that are set by default. To transfer the color map, the first map should be set to "Color (albedo)" instead of "Diffuse". Secondly, the app link currently seems to be focussed on a Specular/Glossiness workflow and Roughness maps don't get transferred into Modo yet afaik. But in the constructor you can get it working for Specular when replacing the Roughness map (set by default) with a "Specular Intensity" map as shown in the attached screenshot, complementing "Specular Color". These maps should also be selected in the options of the applink in Modo. You’ll get the same result like when using it without the constructor, just wanted to let you know for custom exports. Btw it’s nice to see some first videos about the applink for Modo/3DCoat in action. A "How To Use the Modo Applink" video would be great whenever the applink is ready for that.