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rimasson

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Everything posted by rimasson

  1. new test at 160k/sec and a third one at 320k/sec (always fast in the morning !)
  2. average download speed was about 100K/sec (200 - 300 top speed )
  3. Whatever the output format I use, the resulting displacement map is always the same : Both strokes have the same displacement height, and the Multiplier of depth of each layer isn't taken in account when you save the displacement map. I discovered another bug : On a layer with a high Multiplier of depth value ( 3 for example) the plane tool hardly work.
  4. Thanks Andrew. I succeed to render some Models with float displacement created with 3Dcoat. I've gor 2 refinement request : When 3DC output a float displacement map, only the blue channel is used. Could you output a greyscale image, with the same values on the red green and blue channels ? The Alpha channel isn't useful for me. I did a quick test, on a model with 2 layers, each layer with a stoke, and each layer has a different Multiplier of depth. On the output the 2 strokes have the same height. The multiplier of depth dosen't affecct the resulting displacement. Is it possible to output the exact displacement / height of all the layers (multiplier of depth should affect the height of the displacement map) ? Thanks.
  5. In the texture baking tool, is it possible also to add support of 16bits and float displacement maps , with the options you added for the displacement map export (grey centered normalized, black centered not normalized) ?
  6. I mean by 'Mask' : Frozen areas created using the Freeze tool. I'd like to copy / paste, smudge, transform and clone frozen areas
  7. How about buttons to automatically create Custom pens / Strips / Masks and materials from the selected area of this tool ? do you also plan to improve tools such as Copy/paste Treansform/copy tool, Clone ans smudge tools to work on Masks too ? Copying mask form one part of the model to another part could be usefol Another idea : In the Topological Symetry tool, could you add buttons to copy (or Not) Depth, Color, Specular (And maybe Masks )
  8. In Zbrush, you have a stroke parameter called 'Samples' It sample the orientation and depth of the surface under the brush cursor, and average it more or less, depending on it's value. (maybe it sample a larger or a smaller portion ) It's very usefut to draw more cleaner strokes.
  9. If i can save This as a preset, option 2 is enough for me.
  10. Instead of having multiple sorts of curve in 3Dcoat, in Bodypaint, you can map and link several attributes like hte size, the pressure and the hardness of the pen to attributes like the pen pressure, tilt, the draw distance....
  11. I think that you misunderstood me. English is definitively our native language Here is a picture that will explain better my will :
  12. Thanks. Actually, i have to set the Carcass resolution as high as possible to get the best possible float output map, and there's almost no noticable diffrence with models rendered with 16B displacement maps. As i'm working on a Cg movie, i can't post here anything unfortunately
  13. When you load and save a vector displacement texture, could you also add a choice between 'Zero level is gray normalized or not' and Zero level is gray or black, normalized or not when you load and save a simple displacement map (for all the layers or for the curent only ) Do you plan to add this in the final release ? I did some further tests : I loaded a Zbrush model with it's 16bits displacement map, that needs to be scaled to give the right amount of displacement. i put this value (alpha gain, in Zbrush language) in the 'multiplier of depth' of the layer in 3Dcoat; i exported a vector displacement in tangent space (zero level is black, not normalized) in Exr format. (I don't know why, but Photoshop can't read 32Bits float Tiff files) In photoshop i keep only the Blue channel of the map, and used this map as a simple displacement map. I rendered my scene in Maya with 3Delight (a renderman renderer) . Worked fine. That's why i need this option
  14. Here are the files. Open the .obj plane, keep the Uvs load the vector displacement on the current layer paint depth using the pen tool for example. disp_test.rar
  15. I've got a new bug: Now, the stroke is perpendicular to the surface, but there's a kind of weave pattern on the stroke. It happens with all kind of tool : Pen, expansion, spline... It appear on the part of the model displaced by the texture. I imported the texture on a layer, deleted this layer, created a new one, but the bug is still there. I happens only when i load vector displacement files. When you load and save a vector displacement texture, could you also add a choice between 'Zero level is gray normalized or not' and Zero level is gray or black, normalized or not when you load and save a simple displacement map (for all the layers or for the curent only )
  16. One more thing : On the top picture, i first sculpted a plane in sculpt mode, then draw a stroke with the pen tool. ( the purple stroke). This stroke is perpendicular to the sculped surface. On the bottom pic, i imported a vector displacement map, then draw another stroke. This stroke is not perpendicular to the actual surface, but to the surface before i imported the vector disp. Is it a bug ?
  17. Yes, 3Dc can read 32 Bits maps from Zbrush. The next step for Andrew is to implement (if possible) vector displacement for Pens and strips
  18. No, Zb can't export (Yet ) vector displacement. As export needs the same Uvs on the lowest and the highest subviv model, this shouldn't be a problem. Mayube in the future. I've asked the development team. I've done some test to move a model from Zb to 3dCoat. There's actually no problem, using a standart displacement map. Now, this will be possible to move a model back and froth to Modo and Mudbox. Thanks for the 3 import options for the displacement map. this should work. Could you also add the same 3 options when you save a map ? (raw zero based, grey based ?) Having the ability to open a displacement map zero-centered, then save it is a good way to convert it to a middle-gray centered map. (actually, it is the ONLY way )
  19. Here is the magic mushroom. I imported a vector displacement from Modo on a layer.
  20. Yes, negative values are possible, it's very surprising. This kind of map loads in 3Dcoat like a charm. I would like to touch up and paint Mudbox's Floating point displacement maps in 3d, but as they have negative intensity, it was a huge problem. I'm actually using Bodypaint to do that, and, even if Bodypaint can work with Float pics, they are clamped at Zero when i load some. 3d coat seems to be a solution. Fantastic. I know only one (old) 2D software that can preview an paint (unfortunately, in 2D) over such a map : photogenics There's just one drawback : Actually, when you load a displacement map, Middle gray = Zero displacement, could you just add an option to specify that Black = Zero displacement, to have a good compatibility with Mudbox, when you load a displacement map ?. The advantage of working with floating points pics in production is that you don't have to worry anymore about the displacement range. With 16b pics, you have to specify a displacement range or distance (ex : from -2.5 to 2.5, with the middle gray value as zero displacement) which is a kind of multiplier to the map. Floating point pics can manage values that go from -XX to +XX. They're not limited to 0 to 65535., the value normally defines a real distance. Even if you have to specify a range in Modo, you should not have to do that, like in Mudbox. I exported a map from Mudbox, and i had to enter a scale factor of depth of 40 in 3DC to have the same result. Is it normal ? I also noticed that, in the latest release, you can now load vector displacement maps without any problem. Thanks.
  21. I noticed that you can even import floating point tif pictures from Mudbox. they have negative values because they are centered around Zero, instead of a middle gray value.
  22. Yep, but you can change low and high values
  23. Fantastic :=) I did a quick test I exported a vector displacement map from Modo in Exr Format, then converted it in float Tif format, imported this map in 3d Coat. It worked fine. There are currently 2 issues : Modo can't create or read float tif format, that's why i had to convert it back and forth to .exr format. 3D coat dosen't handle vector displacement sculpting yet. that's why the display between the 2 apps is different. Actually, when you want to sculpt a model in Modo, you'll have to create first (or load) a file that set the sculpting mode : a greyscale 16 bit map to sculpt in Normal mode, or a floating point map to sculpt in vector mode. There are more file format, like 8 bits or 16 bits vector pics, but they are clamped, stepped.... Only Modo actually export vector displacement maps. Modo, Zbrush and Xsi use maps that centered at 0.5 0.5 0.5, but Mudbox use floating point maps centered at 0 0 0 (They are harder to touch up, without changing the luminance, or the gamma value, if anyone konws a tip... he's welcome) More tests to come in the next few days.
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