Jump to content
3DCoat Forums

Ctc_nick

Contributor
  • Posts

    204
  • Joined

  • Last visited

Everything posted by Ctc_nick

  1. Hi! Yes me too. The 'Cast Shadow' option also seems to be related. It looks cool, though.
  2. @Gorbatovsky Hi there! While this direction is my dream, if this could be Core Features this would more kick in as a rock 'solid' aspect of 3dcoat. More consequent, IMHO. Of course extensions offer flexibility to the user. Anyway, you have me. All the Best to all of you.
  3. Dear 3Dcoat Team! About Vertextures (ver.54): -Opacity Slider is missing -Could You make a function: Right Click in Smartmaterial Window: Convert to Vertexture. Use the same texture files, with absolute paths. -IMHO there is no need for Texture duplicates in the vertexture Folder, just store the .facture files there -There is no direct way from the online PBR Library to Vertexture. -Usd export of factures has no materials and no vertex color attributes. -Fbx is working super.(tested with blender3.5) I hope everybody is well! Thank you for the Coat.
  4. Hi! Something Simple: In the Factures Room the Opacity Slider is missing, while O and P Hotkeys and pressure are working fine. I have spend some time on how could you use factures feature and it turned out that it can be used as a real benefit when painting tiled and layered textures, no baking and high detail +adding displacement after export, steering textures with vertex attributes. If you are interested, here I posted some results and a briefly howto. All the Best!
  5. Hi! @alexn007 @Carlosan You can export textured sculpt meshes WITHOUT baking from factures room as fbx. But the materials need some tweaking. I started in Modelling Room and used 'retopo to sculpt mesh'. Also low polycounts look good. On export from Factures Room hit 'Export to' or 'Export-Export Scene' as fbx and hit ' Don't decimate' Hint: It looks great if you have displacement maps to feed in the materials! Because of the tiled textures you can make big lanscapes/objects with high detail, which is otherwise not possible. How does it work? (Here I use Blender, but it should be working almost the same in other softwares.) 3Dcoat generates duplicated polygons of the underlying mesh when painting, which can be selected in Blender by the Material Slots in Edit Mode. You can use this to move the layers in the 3d View. As Example move the snow mesh a little higher then the ground. (as seen in the lower picture) The FBX Mesh has Vertex "Attributes", which can be used for driving the color and transparency of textures. The 'vertex alpha value' is used for fading the textures together. This Vertex Data derived by the Attribute Node — Blender Manual can be used in the Material. In Blender you can plug in the "Attribute" Node (finds in add nodes) Multiply the Color and plug in the Alpha. Use VertexPaint 'Ease Alpha' and 'Add Alpha' for repairs. It is helpful to plug in the Attribute Node directly into the Material Output temporarly. You can also use Select Connected (ctrl+L) and Invert Selection (Ctrl+I) and hide (h/Alt-h) to isolate poly layers. I must say it is a bit fiddly if you use a lot materials, so start easy. But I now see how I can use factures. I'm working on a python script, to automaticly regather the textures and to connect the attributes. In 3DCoat, If you make your own vertextures it is easier to find and reload the other texture slots in the 3d App because the diffusive channel already contains the right folder location to the other pbr files. It would be great if even more Attribute Channels for roughness/metallness/custom channels would be possible. this video from @Andrew Shpaginalso displays the transfer in short: All the Best!
  6. Hi! 3DCoat 2022.50 Applink is also working with 3.4 Beta and 3.5 Alpha. And USD uncompressed export without the Applink. Turn on 'usd preview shader' when import. Specular has to be set to 0.5. It is early stage for both blender and 3dcoat but very promising.
  7. 1/1 Import/Export Scale Applink ------------------------------------------------------- I examined the Blender Applink to work with the Modelling/Retopo and Sculptroom. Under some circumstances it does speed up the workflow, when you iterate a lot between the 2 Programs. Its nice and more precise not to have to scale up every object send to 3dcoat. Otherwise I would just say blender works with meters, and 3dcoat works best with millimeters as native unit. 1. If you have a newer 3dCoat, copy the new Applink Version from: C:\Program Files\3DCoat2023\data\ToolsPresets\InstallAppLinks\Blender\files to your Blender Folder: ..\blender\(version)\scripts\addons\io_coat3D\. For installed Blender versions this is in the Roaming folder. 2.The File: ..\blender\(version)\scripts\addons\io_coat3D\__init__.py, only 2 Values have to be set, blenders export and import scale: depending on what you have set in the 'fbx Export Settings' in 3DCoat: ------------------------------------------------------------------------------------------------------------------------------------------- Work in Millimeters: In Line 741 set Scale to 10 (bpy.ops.export settings; this sets blenders fbx export scale 1:1 to 3DCoat) (in new Applink 4.9.34 2023, this is line 783) In Line 1166 set Scale to 1 for mm, 0.01 for cm, or 0.001 for meters (bpy.ops.import_scene; this sets Blenders fbx import scale from 3dCoat) (in new Applink 4.9.34 2023, this is line 1208) -------------------------------------------------------------------------------------------------------------------------------------------- Work in Meters: (if Measuring Tool also set to Meters) Line 741: Global Scale 0.01 (in new Applink 4.9.34 2023, this is line 783) Line 1166: Global Scale 1 (in new Applink 4.9.34 2023, this is line 1208) ->Reload the Blender Plugin (untick and tick is enough) ----------------------------------------------------------------------------------------------------------------------------------------- Sculptroom for default units: Blender Meter / 3Dcoat mm (a.e. make a box with 30mm= 0.030m gives a box in coat with 30mm and vice versa) Always check 'import without voxilation', if you do not want a 2 meter cube filled with native-size voxels. Before Export to 3DCoat use 'apply Scale' to (1,1,1) Please note when you export from other rooms that the second line applies globally. I'll check that some other time. If you need a differend setup you can always copy back the original files. Hope that helps!
  8. Hi. Yes you can contact me. I'm glad that I could help! So how did you do it? Have a nice Day!
  9. Hello. No Problem! I meant this dialog, if you plan to 'bake' textures like color, normals, etc on your retopology. It allows you to artificially thicken the mesh, so that you don't have to worry about white spots on the texture afterwards. Just look how badly my mesh is sticking through, but the resulting paint mesh with normal map look totally fine. Now with your thin cloth it is a bit special. It can also be that the retopo snaps to the wrong side. For that you could try Increase the subdivisions on Sculpt Mesh, maybe try switching Voxel or Surface Mode, and use a smaller brush to get more snapping on the right side. Or better, thicken the sculpt surface from the inside or even turn it to a solid if possible. I think I would retopoligy only the outside and then use extrude shell to thicken the cloth.. Or use the Body for Retopoligy and extrude (for skinny cloth) from that. Lastly you can tweak the areas where the body sticks trough the cloth. Hope this helps!
  10. Hello! Dont forget the Z-Bias offset in the Top Bar. It is a virtual offset between Retopo Mesh and Reference. In many cases It is normal that round surfaces stick through a polygon, because its flat. It can be fixed with baking inside and outside scan settings later. Just came up to my mind.
  11. Yes, I understand. But I could replicate your problem by the falloff curve. Mine is affecting the border of the selection. Try switch to line in pose tool, edit the falloff curve and make rectangular selection after that. I think pose falloff defines the transition between selected and unselected.
  12. Hi! I was in high contrast Mode, that is why I could not set Sun Position for 'Cast Shadows'. Everything is working I hope everybody is doing well!
  13. Hello! Could you try to combine 'testcurve1' with 'testcurve2' at the selected points to one single curve. (Scroll all the way down in the Curve Tree) I'm strugelling often with this operation. testfile.3b All the best!
  14. Hello Modelling Team! Please add Tangent Snap to Surface. This gives tangents more control. I am really confidend about curves in the last releases.
  15. Hello! 'Cast shadow' light comes from strange direction. Is that normal or did I set something? ------------------------------------------------ Solved: If you cant move the Shadow light, double click the contrast button! The right picture shows the object turned into the light.
  16. Hi Carlosan! Thank you. I tried updating drivers but it must be something else. In the sculptroom the light seems to come from a strange direction, a bit from the underside and from the left. It looks like it is in the wrong place, but i cannot steer it. The Object is sometimes black or white when switching to shadows. I'll further observe it. Have a nice weekend!
  17. ------------Solved: Render Room also effects Sculpt room light.-- Set Siluette light and Light Siluette to back to 0, if Shader go black or white. Hi everybody. This is not very important, but on my gtx1070, the 'cast shadow' is wrong applied in Sculpt and Render Room/Sculpt Model. Paint Model does work . Its like a white layer with shadow is glued on top of the shaders. Thank you.
  18. @Andrew ShpaginThats it, thank you! I didn't know that it was on, so I think others might wonder about the same when using it. I don't think removing on plane for 2 point curves is good. Maybe 'off' by default. There should be an option to turn it off before creation for all curve types. And ' keep in plane' should be the same as 'on plane' in the toolbar. Which could actually work if the selected curve sets the working plane. Thank you for your patience. All the Best!
  19. Hello! ver 0.45 Could you try to snap the ends together to a triangle. I provide this test file. I hope it helps. It was working pretty long, then it was working strange, and now it does not. I tried deleting options.xml but it must be somewhere else. Sometimes the curve cursor jumps in viewer direction or reaally far away. All the Best! curve_snap.3b
  20. Thank you very much for your step by step guide. It works. So I'll pay more attention to UV Sets and their polygroup.
  21. Hi! I have three UV sets unsorted right now. I did not pay much attention to the UVs because i'm just modelling right now. Sure, take a look. All the best! curve_car_wheel7.3b
  22. I have the same problem now in Coat2022.45 I cannot delete this seams, they appeared randomly. Is it okay to post in an old thread? I think it might be the same problem. Can only repair it with the new join clusters tool. Good thing. Greetings
  23. Hi. In the Modelling Room: -Align Vertex Tool: Circle,Sphere do not work, align to curve is cool. -Curves: Snap to Center does not work, very important snap, especially for circles and lines Stay strong!
×
×
  • Create New...