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Posts posted by 3DArtist
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Thank you Garagarape, the Snow shader was acting strange on my computer also and somehow I missed it.
Here is the updated GC_ShaderPack. The only change is the fixed snow shader.
GC_ShaderPack_v1.1.3dcpack.zip
And here is just the snow shader if the shaderpack is already installed:
Remember:
You'll need to take the ".zip" off the file to be able to install it through 3D-Coat.To install, go to File -> Install Extension -> then select the .3dcpack file.
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Win builds updated to 3.7.06A to fix crash mentioned above.
I am seek yesterday and today, some sort of flu, can't work a lot...
Hope you feel better soon and not share the flu with the family
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@3DArtist
Thank you ! It works.
Happy to help
Hopefully soon the blender applink will support vertex colors.
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NOTE FOR EVERYONE WHO USES LATEST GRAPHICALL VERSIONS! Next release, 2.63 is getting new modelling core called bmesh. This will most likely break applink code.
If you want to make sure that applink works please use official 2.62 version for now. I will update the script that it will work on 2.63 official release.
This is the reason why Vertex paint support is on hold too.
Thanks for the update haikalle and your hard work on this!
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OK, I managed to transfer vertex painting to blender (BTW obj isn't working, LWO does.)
So what can I do next? I can't render it.
I assume you are using cycles, create an Attribute node via Add -> Input and type the name of the vertex color map into the field on the node. Then just hook it up to the color on a shader and it should render.
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Just stopping by to say this continues to work amazingly just like magic! Thanks!
I also want to post that the applink is working nicely with voxel sculpting -> blender & cycles.
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I like it, nice lighting and clay look.
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Question: vertex painting , not uv's, there's vertex painting in 3DC?
Yup, and you should be able to bake it to a uv when finished.
[10.01.12] 3.7.03 - beta- painting over voxel models. Just switch to paint room. If you need to turn it off - use View->Show voxels in paint room
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Do you guys know if there's a way around this problem?
If not, it'd be great if one could somehow lock an object layer or disable it (whilst keeping it visible).
I don't think there is a way around it yet.
+1 for layer lock.
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There is an Opacity slider in the shader settings of most shaders. Is this what you're looking for?
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You can assign multiple tools to one hotkey by "stacking" them, then you can toggle between them with one key.
+1 for sticky keys though, they work nice in Silo.
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Thanks guys! I'm glad you like it.
I have to say that I'm really enjoying vertex painting.
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Nice work, it looks great. I can only imagine what that key unlocks.
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Thanks chingchong, I'm glad you like it.
I'm attaching a 3DC theme that I currently use in case anyone finds it useful. Just remove the ".zip" and install it through 3D-Coat -> Install extension.
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I bought Hex a while ago, I think around the time it was taken over by Daz. It's lying around here somewhere collecting digital dust.
@kay_Eva, the theme is something I made inspired by the zbrush interface. At least for me, it's nice to have a dark interface so it doesn't visually compete with any color of the project I'm working on. Similar to matting a photo with black. I'll post it in the exchange section of the forums in case you want to use it.
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I forgot about this. You can load an .obj file into the brush palette and a window will pop up allowing you to create an alpha from it.
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But another question: Is it possible to create alphas with 3dcoat like in groboto?
Currently, not that I know of but it is possible with an update to a shader I'm working on.
And if we could save a render as a 16-bit tiff, then the alpha would be smoother.
@michalis
I can't wait to get some time to try out the new booleans. Thanks for the link.
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Thanks Polygoon. No that is not my dog, I have two larger boxer/spaniel dogs which would be a good idea to sculpt them. I'll have all the reference i need.
I don't know what inspired me to sculpt him in the first place, it might have started with of a photo of my dog with the tongue hanging out with a big smile while playing.
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A vertex painting practice I did on an old bulldog voxel sculpt.
Rendered in 3DC and a little color adjust and bloom in blender.
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Nice detail and design! It reminded me also of Machinarium.
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On a simpler note, I've been brainstorming on some "simple" features that I think will help alot with working with shaders, rendering in 3DC and compositing in an external app.
1. As mentioned previously, making the shader settings window a palette for quick access and unobstructing the view of the model.
2. Add Save and Load buttons to manage multiple textures and settings for each shader and for easy sharing between objects. These settings and files (variables.xml and only the images that are different) can be saved in subfolders in the shaders folder. Add a drop-down menu (top-right of palette similar to brushes palette) to select any subfolders (presets) in the current shaders folder. Also add an Export button to export the current preset as a standalone shader.
3. An option to Link the multiple objects shaders together, using all the same settings and realtime updates. Useful for objects with the same surface but many parts. Either by right-clicking on another object and selecting an option in the layer menu to "Link shader to selected" or "Share shader with subtree" or some other way.
4. Global variables for Variables.xml. Right now a variable is defined by <ID> tags in the variables.xml and is only visible to the current shader that is using it, add something like <GID> and make it "global" so that any other <GID>'s with the same name in other used shaders mirrors the number/texture. This would be useful for mirroring only specific settings between shaders (i.e. environment map, picmat/lightmap, spec settings, fog etc) but allow for the other settings to work independently. Other uses (and maybe more important) would be to easily enable/disable render passes (depth, spec, vertex color, shadow/diffuse, normals, object id, etc) for all objects in a single click (if a checkbox control was added).
Other ideas posted in Mantis here.
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Thanks cakeller!
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wailingmonkey, otsoa, thanks!
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Thanks guys, I appreciate it!
I just posted them in the Exchange Library.
Greg's Shaders
in Content exchange
Posted
It looks like it is loading the sparkles (CustomSampler2.dds) but not the picmat(CustomSampler1.dds).
I will try to test it on another computer to see if I can recreate this.
The only thing I can think of right now to try is:
Sorry you are having issues with it. Do the other GC_Car_Paint and GC_Car_Tire shaders work for you?
Variables.xml