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About paulrus

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  1. paulrus

    Curvature Map artifacts

    Nope. No stencils. I'm running the GL version if that makes a difference. I've been able to work around the issue. It's a beta afterall. Thanks!
  2. paulrus

    Curvature Map artifacts

    I'm running 4.9.06A so if this is a known bug that's being fixed please forgive my post. Attached is a screen shot of what I'm getting for a Curvature Map. Obviously this causes some odd behavior when I try to modulate materials and they are using the curvature map to determine where to paint and where not. I've deleted it and tried recreating it with various settings but I always get this type of map. Any thoughts? Thanks, Paul
  3. I'm using version I put in the subject line. Is there a newer version?
  4. In case anyone else is experiencing the problem of not being able to export with transparency, regardless of what you do to Layer 0, I just figured it out. Hide the AmbientOcclusion layer. It's 100% opaque, so no matter what you do, you won't have transparency in the alpha. I searched the forums & didn't see anyone posting this, so hopefully it's not a duplicate. -Paul
  5. I've been away from 3DC for a while now & had some questions on 4.7.24. First, I'm using a layer as a mask for other layers & have noticed that the only way I can get the masked layers to update is to bump the opacity of the mask layer. Is this a known issue? Is there a fix? Second, I'm painting on geometry that I've imported - not a model created from a voxel sculpt - and I've noticed that things like more on dent, more on bump, don't take any displacements into consideration at all. Is there a way around this? I've got a rough, cracked texture painted on my model & I wanted to use "more on dent" to paint in the cracks. Thanks! Paul
  6. paulrus

    Houdini Applinker

    Sorry, but I literally just started trying out Houdini and I haven't yet gotten an understanding of what all the VOP, SOP, COP, FLIPPITY-FLOP, DOOWOPSHEBOP stuff is all about. What I see is not a new object/geometry, I see a node that has a referenced path and filename as it's name - the filename is the path to my Exchange folder and the object is being loaded dynamically. I know this is the case because I tried creating a scene on one machine that uses this applink, then loading it on another machine - all objects that were created internally in Houdini loaded fine, but the applink object was missing because it couldn't find the Exchange folder where the modified object lived. I'll attach an image of what I'm talking about.
  7. paulrus

    Houdini Applinker

    I'm testing out Houdini as a Softimage replacement & having a 3DCoat applink is really helpful to me. I don't know a lot about Houdini so forgive me if I'm missing something obvious, but.... In 3DC when I choose Open in Original App, then click Import on the applinker, I get a new FBX object with all my changes made. The problem I see is, the object is living inside the 3DC Exchange folder as a reference object. How do I bring it into my project so it's part of the project & not an external reference? Thanks, Paul
  8. Chris Maynard passed away suddenly at the age of 41. I just got the announcement in my email from CmiVFX. http://obits.nj.com/obituaries/trenton/obituary.aspx?n=christopher-maynard&pid=180203338 -Paul
  9. paulrus

    Sketchfab - publish and find 3D content

    Thanks! So how are you guys approaching animation? I'm a die-hard Softimage user & use Redshift for rendering. How do you maintain the connection to 3DC's PBR materials once you've created an animation & exported it as an FBX? A lot of my bread & butter clients would really be in to this tech, I think. -Paul
  10. paulrus

    Sketchfab - publish and find 3D content

    I was just talking about this with a client yesterday. Is this a connector like we have for Softimage, Maya, nVil, etc., or something else? I searched the forum and didn't see any info on the workflow of 3DC->Sketchfab. Thanks, Paul
  11. It's an amazing 3D compositor, render engine, matte painting machine. I just feel like, if they marketed it against Fusion & Nuke they'd do better than the way they currently sell it. As it is, people think it's a stand-alone render engine with a few bells and whistles. But nothing is going to change if they don't immediately and fully embrace the GPU.
  12. I'm in a similar boat as well. It's always seemed like a neat app, but I couldn't make a case for buying it. I had suggested to the developers that they reposition it as more of a compositing / 3D matte painting creation application than a renderer. It's great for creating an environment that's a mix of 3D and 2D multiplane elements, but as a standalone renderer it's just not going to stand up against the GPU-based engines like Redshift. I questioned the devs on GPU integration and the last time I spoke with them they had zero interest in providing GPU support. To me that's a massive mistake. I'm not buying rack-mount machines for rendering anymore. I'm buying boxes and stuffing GPUs in them. -Paul
  13. Thanks! That'll do the trick! But is there no way to make an object semi-transparent & locked in the paint room?
  14. I'm working on a project where I need to line up some paint strokes between 2 objects. One object sits inside another, so I wanted to paint through one to the other, but I can't seem to figure out how to do that. Is it possible? At the very least I was hoping to change one objects opacity to 20-40%, lock it, and use it as a reference, but I don't think that's possible either. I know in the voxel room you can make objects semi-transparent - why not in the paint room? -Paul
  15. I would really like it if the UV room's smooth brush and relax tool had a much stronger version or a way to multiply the effect. I'm working on some UVs now where I need a ton of smoothing & relaxing along the edges of my seams. Using the current tools works, but I'll have to apply relax probably 30-50 times before I get what I'm looking for. -Paul