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3DArtist

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Posts posted by 3DArtist

  1. 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:

    1. Copy the attached files to the GC_Snow shader folder (overwrite Variables.xml) in "Shaders\Custom\GC_Snow\" folder in your 3D-Coat program folder.
    2. Then in 3D-Coat, right click on the GC_Snow shader and click edit permanent shader settings.
    3. Load CustomSampler1.png into the Snow Texture slot.

    Sorry you are having issues with it. :( Do the other GC_Car_Paint and GC_Car_Tire shaders work for you?

    post-631-0-54758600-1331306106_thumb.png

    Variables.xml

  2. 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:

    GC_Snow_bugfix_01.3dcpack.zip

    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.

  3. 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!

  4. 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.

  5. 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.

  6. 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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