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  1. 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.
  2. Out of town today but will look at the problem when I get back this evening unless Carlosan looks at the problem as well and figures it out.
  3. Windows version 2021.63 I still have those options on my end. You do have to setup your own hotkeys for them now I noticed.
  4. I looked but did not see anything to turn it off. Though I could be missing it. I believe it is hard coded.
  5. 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.
  6. 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
  7. 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.
  8. I saw the video image did not expand the post... opps. Will correct my postings.
  9. 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.
  10. 2021.62 Confirming Sprayer's report the highlighting function does not work with Mat_Cap shaders.
  11. 2021.62. Confirmed that you can not change the environement map
  12. The bug has been reported. I would imagine it will get fixed soon. Edit: I take my words back. In Version 2021.62 the Import feature( left tool panel) in surface mode does not import as surface mode parent and surface mode children.
  13. 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.
  14. Not sure if you can. I believe it is hard coded. I tried saving as a preset with 400 selected but the preset also put the number back to 120 when I reloaded 3DC.
  15. The exact features you would like are not possible at this time in 3DC. I am going to give a workaround at least for part of what you are requesting but since I do not know how the model is imported it might or might not meet your need. If in surface mode, you can merge the children layers into the parent layer, Using Merge Subtree ( No booleans) Right click on the parent layer and select the function. Make sure you choose the (no booleans option otherwise 3DC will try to merge together the separated objects if they intersect each other. Once Merged, increase the resolution of the parent layer which now houses all 40 parts. Next: Under the Geometry Menu----Choose Object-ify (separate) Your 40 parts will be separated back under the parent layer again. You will have to re-name the layers, the downside to this method. If they did not have specific names, you would have to rename the layers anyway. If the layers are named specifically then just increasing the resolution of each layer would be just a quick. ---------------------------------------------------------------------- Voxel mode: no workaround. Side Note: Each surface mode layer object might need more resolution to capture the details when converting to voxels. There is no one size fits all when converting to voxels. Test to see the above if the workaround meets your needs.
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