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Everything posted by phoenixart
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Clip Mask Layer doesn't work with Cavity RGB
phoenixart replied to phoenixart's topic in General 3DCoat
@Carlosan I added a temporary solution to the conversation above: phoenixart — Today at 12:55 AM A couple of workarounds for what I'm trying to do. The simplest, is to change the blending mode of what I wanted to use as a clip mask, to multiply. The other method is to use Align Colors. So, now I can start from an AO pass, paint on it if I need to, and use it sort of as a curvature map without going the Smart Materials route. -
Close the Material Control Panel Then pick a color, and with the fill tool selected, click on the mesh.
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Clip Mask Layer doesn't work with Cavity RGB
phoenixart replied to phoenixart's topic in General 3DCoat
So, I tried with a copy of the AO pass. I increased the contrast, blurred the layer, in order to get a decent degree of gray value to push the mask a little more. Here's the modified AO: And still nothing: Shouldn't this work? Not sure what I'm missing, though I seem to remember when I tried an older 3d Coat trial, this workflow worked fine. -
I'm testing the Clip Mask Layer function, and it works fine if I create a new layer to use it as a mask, and I paint on it. I would expect it to work when linked to the Cavity RGB layer, but in that case I see no change in the layer I'm trying to mask out. For instance, in this screenshot, the dark area is the result of the mask I painted on the layer "Mask": But then, if I link the Cavity Map instead, I don't get any variation: And if I invert the Clip Mask, the whole layer is hidden: I tried using the AO layer as a mask, but I guess the contrast in the AO is too subtle to actually create any usable value for masking. I thought I could use the Cavity map as a mask in the Clip Layer as well. Is that not the case?
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[Solved] Baking from high poly to low poly
phoenixart replied to phoenixart's topic in General 3DCoat
Thanks @Carlosan That helped! -
I watched a few tutorials on the topic, but I still feel I get confused sometimes. So, just wanted to run the workflow by you guys to see if this is the correct method. I have a high poly sculpt that I want to take in to the paint room. Before doing the retopo conversion, I decide to reduce the polygon number by clicking on the Clone and Decrease button. Now that I have a lower polygon count, I do the AUTOPO. The part that I need to be sure about is the baking process. To make sure I'm baking from the high poly count to low poly mesh, I select the original sculpt, and then I choose Bake w/Normal Map (Per-Pixel). Is this correct, or 3d Coat is still baking using the low poly mesh?
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Smoothing leaves hard insets along the edges
phoenixart replied to phoenixart's topic in General 3DCoat
It seems the reason for that result was this option in the stencil window. I had it set to Keep Volume, switching to modulate seems to give the result I was looking for. -
No straight corners when building/extruding with the lasso?
phoenixart replied to phoenixart's topic in General 3DCoat
Thanks for confirming, @Elemeno So, this isn't happening only on my end. At least I know I'm not doing anything wrong. -
Smoothing leaves hard insets along the edges
phoenixart replied to phoenixart's topic in General 3DCoat
Thanks @Carlosan I'll do more tests, and I'll post if I notice any difference. -
Same here. Still new to 3d Coat, but this is definitely one of the things I'm dealing the most with, as well as trying to use a stencil while having the smart material still active.
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Your Depth Map is off, you need to turn it on
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Thanks for posting the screen record, @Elemeno Surely faster than on my PC. I have a gut feeling that is has to do with AMD. I have the same issue with another 3d software, which performs faster on Intel.
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I'm not saying is slower, I'm asking if it is. As for the mesh, in my examples I'm using less dense meshes, which already says quite something about the performance. And as for the hardware, I added my specs to the first post. I also seem to remember when asked what they were using in the video, the specs were also lower, which would make sense if you take into account when those tutorials were released. So, I'm genuinely asking if there's something off here, if it's something other users who upgraded from 3d Coat 4 have noticed. I find it hard it to believe that any tool I've used so far while following those tutorials, performs slower than old videos from eight years ago.
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It seems the more I test 3d Coat tools, the more I find this discrepancy with old 3d Coat versions. Another example 2022-08-21 16-46-08.mp4 Is there any particular known hardware limitation affecting my CPU, or something is not working as expected in the latest 3d Coat releases?
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I'm watching some tutorials where 3d Coat 4 was being used, and I'm noticing some drastic difference in terms of performance. For instance, in this tutorial here, the smooth operation is instantaneous When I apply the smooth even to a basic, simple object, it takes definitely longer than in those tutorials 2022-08-20 17-52-33.mp4 Is there something wrong with the latest 3d Coat releases? In general, I see this degradation compared to those videos, in other operations of 3d Coat. For instance, when using a build brush with some alpha, when increasing, or decreasing the resolution, when using Autopo. My PC is definitely not brand new, but it works fine. Here are the specs: Threadripper 1950x 32 GB RAM (2) 1080ti boot NVMe 512gb + data SSD 2TB
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Not sure if I'm doing something wrong, or if there's a bug with the smoothing operator. I'm using a stencil, and when I try to smooth it out, this is what happens: 2022-08-20 13-27-42.mp4 Any hints?
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Hi there, This is my first brush pack. Nothing too fancy as I've just started with 3d Coat, but I thought I'd share these brushes here, hoping they can be useful for someone. These are from JPGs, so no layers such as Color, Height Map, Specular, or Erase Mask. I've created the maps with Quadspinner Gaea. If you have any suggestions on how to improve them, please, let me know. Rocks_Asteroids_PhoenixArt_BrushPack.3dcpack