Jump to content
3DCoat Forums

3DArtist

Advanced Member
  • Posts

    778
  • Joined

  • Last visited

Posts posted by 3DArtist

  1. Well I think this alpha is getting better and better, I know Andrew can optimize the performance to able to manage more details,

    In this model i in cress the resolution 3 time.

    i think we are getting closer.

    .post-426-1222401010_thumb.jpg

    That looks impressive.

    You inspired me to attempt a level 3 on my system, and i was pleasantly surprised when it actually worked. It was a little choppy but workable, even in symmetry.

  2. This is a quick mock-up of a brush falloff editor.

    Nothing revolutionary, just getting my ideas together.

    I envision this encompassing all brushes color\sculpt\voxel.

    Specifically for the sculpt\voxel brushes, maybe the profile editor could allow points to be below 0. this would let a brush sculpt in and out at the same time.

    And as far as using a profile with negative points and non sculpting brushes (color), it would just clamp the values to 0.

    post-631-1222381856_thumb.jpg

    Andrew:

    The new curve options are awesome! And im looking forward to advances in the shaders too.

    Out of curiosity, where is masking and hiding voxels on your timeline?

  3. For anyone that is interested, I've updated the shaders, now with fresnel. I also added a copperish color (ambient 90-100)

    3dioot:

    I'm glad you like them! I've only played with DX shaders, but the OGL shaders look very similar. If i get a chance to make any OGL shaders, i'll upload them also. Multiple lights each with its own color would be nice. Something like ZBrush Matcaps possibly (looks cool, never used it)

    Andrew:

    Thanks for the code! I got the reflection working i think, it shows garbage though. Does 3DC need to pass the texture to the shader?

    I'm using "sampler s_Sampler3;//Environment map;".

    btw, CTRL+ALT+SHIFT+Q makes things so much easier.

    Looking forward to the next beta!

    mcubes.zip

    post-631-1221623462_thumb.jpg

  4. Thanks philnolan3d, I can imagine having a library of horns, teeth, scales, etc.

    I've been playing with some of the hlsl (DirectX) shaders in 3DC, especially the one for voxel sculpting (mcubes.hlsl)

    These are a few that i have come up with so far, I thought i would share in case anyone was tired of the gray.

    (backup your original mcubes.hlsl first, then copy this to the Shaders folder in 3DC)

    To change the different colors, use the Ambient control. (0-30 is green, 30-60 is white, and 60-100 is red)

    Also, if the Brightness control is around 95-100, the sharper spec appears.

    The code is not pretty for anyone that wants to look, I just try stuff until i get something i like.

    Andrew, if it's not too difficult and would not take much time, could you add reflection and fresnel variables to the mcubes.hlsl like in obj_sel.hlsl?

    I hope that makes sense.

    I can see how custom shaders with ui controls would be beneficial, but that's probably for another post at a later time.

    Thanks for an awesome program!

    post-631-1221541831_thumb.jpg

    mcubes.zip

  5. The new pen options are great!

    A couple quick things i noticed:

    1. Freezing does not show when the object is in environment map mode.

    2. When i am firmly painting for a few seconds (continuous stroke) with my wacom tablet and then i lift the pen off the tablet, the pen in 3d-coat continues to draw for a little while. I've noticed this at work and at home.

    Thanks for another great beta!

  6. Panoramic backgrounds would be awesome.

    Along the same lines, i think it would be useful to have an option to save the panoramic and reflection environment per project.

    also, when i am viewing the model in environment map mode, the freeze paint does not show.

    it seems that the reflection environment image (png, jpg, others?) is loaded upside-down. anyone else notice this?

    Thanks!

  7. 1. Save\Load shortcut keys to a file (useful to share shortcuts between home and work)

    2. Customizable (save\load presets) of multiple light setups

    3. Occlusion\Cavity Shader

    4. HDR Painting and Environmental reflection

    5. Shadows

    I just thought of another:

    Have the import window (on 3D coat startup) show screenshots of the last 10 (or however many) projects worked on.

    The screenshots could be automatically created on a save or taken manually via a button in the interface.

  8. - I find it hard to see what is frozen, it would be nice if there was a way to at least change the freeze color, make it unshaded (does not respect the object shading) or even make it a pattern (ie 25% diagonal strips, or user customized)

    - I think something similar has been mentioned, being able to make selections (freezing) by the carcass polygons. you could just select the one polygon on the carcass and it will automatically select all the subdivided polys.

    - Brush normal snapping. by holding a user-definable modifier key(s) (ie ctrl+shift) it would lock the angle/normal of the brush to the initial polygon. this could help when i try to paint, or stamp with an image brush along hard edges and the brush starts rotating before i get to the edge which distorts the brush image.

    - a small idea, creating Photoshop-like "Layer Groups". Groups could show/hide, expand and collapse multiple layers.

    If any of this is unclear, i will try to explain more.

    I encourage anyone to expand on any of these ideas if they are found useful.

×
×
  • Create New...