Ctc_nick
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Hi! Thank you for the flat subdivision in PPP!! I have a very special topic for Applink. For people who use OCIO ACES configuration in Blender. Applink tries to create Non-Color mode Nodes which Blender wont find. We only have this types: Non-color = "Utility-Raw" / "role-Data" HRDI/EXR = "Utility - Linear - sRGB" Textures = "Input - Generic - sRGB - Texture" / "role_matte_paint" I was not able to fix that in the json file of Applink. Maybe you can add a "small" fix for compatibility?
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Hi! Thanks for the cool Update 0.14. Updating the AI automatically is the best Way you can go!! That will make scripting and searching much easier. I have a small but important Report, which will also make the work much better. This is for workflows , which include editing and tuning existing Models. (Top Down) Starting in the Paint Room with Details ONLY existing in Displacement Maps. Baking Commands in Paint Room(Menu,Edit,Calculate Curvature and Occlusion): While Curvature and AO Baking in PerPixelPaint Mode are incredibly fine, and I think this could work even better in Microvertex Mode. ->In Microvertex Mode: Curvature it is baked from Low Poly. Could this be baked from the generated high-res (black wireframe)? It would be really cool, to have. For Comparison, the perfect PerPixelPaint Curvature Map: Thank you, and all the Best!
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3D Coat - Working with Factures (Vertex Texturing)
Ctc_nick replied to alexn007's topic in Tutorials and new feature demos
@CarlosanHi! Yes. Its a Plugin for Blenders Node Editor. It can: -seek for the "Factures" attribute and connect it -fetch all the PBR channels from one Texture Name -restore the displacement channel -switch Cycles Renderer automatically to Subdivision at Rendertime. Im have not published yet, maybe I should put it on Gumroad for small Sponsoring. Never tried Thank You for your interest!- 7 replies
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Hey @digman! Yes that helped a lot. And It does work for all modes in ppp, now that you say it.. (blush) At some point I started using a Flat plane for testing, and that does not work. Math guys maybe would say: there are no hard edges on a plane. Would be nice if it works for Landscapes, Walls ,where a plane is enough. Probably i'm just overcomplicating. Thank you very for the Tip, that brought me be on track!! All the Best!
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Just one little explanation. The Reason I use Microvertex Mode is that it supports Flat Subdivision, it even respects Hard Edges. And the Preview Display of the Mid Poly Mesh is just excellent! PPP on the other Hand is much newer and stable I think? But turns everything into a ball (Catmull-Clark) as soon as you turn on Subdivision. I cant add Loops to the Low Poly, because Nanites will take care of the Subdivision. I just import Meshes to Paint Room with "no bake option" to Edit Textures and Displacement. Maybe this is possible: In Fact the Low Poly mesh must not be altered at all, maybe just the displaymode of the highpoly in Paint, to serve as Curvature Map and AO Source which is much better in PPP. Nice Weekend everybody!
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Hi! Thank you for your response. That would lead to removing the tweak room, which is the only room which CAN edit the Paint Model. (without changing anything about the UVs and not caring about streching uvs and no baking, just translate some vertices). I dont think merging is the right word. More like Making a List of all Positons in the Retopo and Update the Positions of the geometry in Paint. That should not be a major undertaking, but if Im wrong could explain some details, where? Update paint mesh w/retopo mesh unfortunately does not work in Microvertex Mode, as it turns the Model into PerPixelPaint Mode. The legacy Tweak room can already do it, yes i know Blender can do it easyly in Edit Mode, but it would be fantastic to have it here, to finish it in 3dcoat.
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@GorbatovskyHello!! Could you make the selectionModes and Transform Gizmo of Modelling Room available in the Tweak Room? It would be a Timesaver. It is about not having to rebake everything everytime. At the moment this requires exporting and reimporting. Tweak Room can only modify the highres Model of Paint, but should allow modify low paint poly. "Take model from Paint room" merges the PaintObjects into one Polygroup and looses name. Surface Materials get lost. -Vertex Selection Lists of Modelling and Tweak Room are incompatible. That was my second thought. - Im dealing with adjustment of displaced mesh and not Displaced Mesh Objects. It would be so cool to have that mod factor inside Tweak or Paint Room!! All the Best to and bless you, thx!
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You can do this: 1.Create an empty Python Script from Menu and paste this. 2.Assign Hotkey import coat #Desired Polycount PolyCount=100000 CurName=coat.Scene.current().name() print(CurName) # we take the current volume v = coat.Scene.current().Volume() #Turn to Surface, voxels cant be decimated this way v.toSurface() # as Mesh: m = coat.Mesh() CurrentPolycount = v.getPolycount() print(CurrentPolycount) #m.fromReducedVolume(v, reduction_percent=99, with_subtree=0, all_selected=0) m.fromVolumeWithMaxPolycount (v, max_polycount = PolyCount, with_subtree = 1, all_selected = 0) v.clear() v.insertMesh(m) se=coat.Volume.inScene(v) #v.mergeMesh(m) #se = v.getSceneElement() se.mergeSubtree() NewPolycount = v.getPolycount() print(NewPolycount) That way you can get quick to a desired Polycount. I could not manage to get access to the Resample Dialog. when I tried lambda, I could not exit the dialog (stuck in loop). #coat.ui.cmd("$ResampleParams::RequiredPolycount",lambda:str("1000")) 3Dcoat Team: Can you make a small library/list of all residing and hidden "$" Commands. or give sources where to find. Thank You!