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digman's Achievements
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I would switch back to the old style curvature for now if you need to get this done atm. The new RGB cavity curvature baking works in most cases but still needs some fine turning I believe. You could send the file to Andrew to help improve the RBG cavity baking. I found a few places where the uvs were getting stretched a bit but it was not so bad to cause the problem. I made no changes in the scene scale nor scaled the object using the older default curvature baking.
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Paint Room Model to Sculpt Model with Textures and Depth
digman replied to digman's topic in General 3DCoat
The depth being inverted when converting a normal map texture to real geometry(Surface Mode) when using the new feature has been fixed. Using the function now works as expected.- 1 reply
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2021.62 - If you import the mesh for the vertex painting and it has textures, all of them will be applied to the mesh (color, gloss, metal, displacement) - Now you may transform paint objects to sculpt objects, textures (color, gloss, metal, displacement) will be transformed to vertex paint layer. ------------------------------------------------------------------------------------------------------------------------------------------------ The above works but a possible bug. When the normal map is converted to real geometry, the depth becomes reversed. This is with hand painted depth and my testing of some of my personal smart materials did the same reversing of depth. I do nor know if this due to the type of normal created in the paint room but expected behavior would be any norrmal map preset should work correctly. This is a new feature so I expect some problems in the beginning. Open beta testing we have. //edit Fixed on .63
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2021.62 Information on the new feature form the update post: "- If you import the mesh for the vertex painting and it has textures, all of them will be applied to the mesh (color, gloss, metal, displacement) - Now you may transform paint objects to sculpt objects, textures (color, gloss, metal, displacement) will be transformed to vertex paint layer." --------------------------------------------------------------------------------------------------------------------------------------------------------------- I had been a little confused about the feature. I thought it was for importing external models for vertex painting with now all the textures including depth. Carlosan showed me it is from the Paint Room to the Sculpt room surface mode. A new selection has been put in the Bake menu in the Paint Room shown in the picture. You have a choice of subdivision levels when transforming the paint room model to a sculpt surface mode model. Use the Default Shader in the sculpt room for the best representation of the textures between the two rooms. The normal map is converted to real geometry in the sculpt room. (surface mode) One use. To have a more accurate idea for adjusting by sculpting the object and then baking the changes back to the paint room without losing your work. This is possible in 3DC if you were not aware of the baking feature without losing your previous work.
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2021.62 There is a highlighting function but it appears to have a bug atm with Mat_Cap shaders, the other shaders work. Confirming Sprayer findings. For now hover over an object press the "H" key in the viewport. That object will be selected and the correct layer will be selected and it will take you to that layer even if the layer is far down in the stack. The highlighting function works with the shaders but atm not with the mat_cap shaders, Sprayer pointed that out in his post.
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[Feature] maps export - choosing only one map for export
digman replied to tritochke's topic in General 3DCoat
In the Export panel deselect "Use export constructor" You then can choose which maps to export. Shown in picture. Also you might noticed, I had selected export mid poly mesh. That was for a specific purpose instead of the low polygon mesh.