Jump to content
3DCoat Forums

RudyRG3D

Member
  • Posts

    15
  • Joined

  • Last visited

1 Follower

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

RudyRG3D's Achievements

  1. Hi Carlosan, Thank you very much! 3DCoat Support reached out to me via email as well with this method and one more via setting environment variables. Probably going to try this one first. Thanks Again!
  2. Hello, I am trying to find a way around an issue I am having. Maybe it is something that I am completely missing, but I cannot find a solution. I am using 3DCoat Textura 2023.28. When I install 3DCoat Textura (new SSD and Windows) there are some files that auto-install to the 'Documents Folder' in Windows Explorer...I cannot change this no matter what, and the issue that keeps happening is that when I want to install my Smart Materials, these too are installed into the same location in the Documents Folder...in turn, overloading my OneDrive when it syncs. I try un-syncing them, but then I have a constant red "X" that always lets me know there is an issue with the Documents folder. This is very annoying. Is there anyway that 3DCoat Textura can just reference Material Libraries (Smart Materials) from a different location on my PC? I have many of these (Smart Material Libraries) already setup on a different Drive, but I cannot find an easy way to do this. I thought for sure this would be an option... Any help would be much appreciated! Thank You, Rudy
  3. Awesome! Thanks for the info. One quick follow-up question...when you mention display viewport, is that strictly only the 3D viewport I paint in, or does that carry over to the Texture Editor as well, where I can view the actual texture map? The reason I ask this, is let's take the Metalness map for instance (using Metalness/Roughness workflow) when I leave the checkmark in Unity set to "on" for sRGB my Metalness/Roughness map looks the same as in Textura, when I disable the sRGB checkbox (which I believe is supposed to be done for linear data, such as this map type) the texture becomes much brighter, but seems to behave more accurately in Unity. Mainly checking if the gamma is also displayed for the Texture Editor in Textura (I'm guessing, yes). I appreciate any help, and I understand if you are unable to answer regarding Unity, kind of difficult to find documentation anywhere that explains what is happening under the hood. Thank You, Rudy
  4. Hello, I have a quick question that I am hoping to get some help with...does 3D Coat Textura automatically add gamma to exported images? I am looking for a way to keep a strictly Linear Workflow going into Unity, by keeping all my images with gamma not being applied (good for data files, like metalness/roughness, etc.), then I would add a post-processing at the very end to gamma correct everything. I am assuming a 16-bit/32-bit format like a Tiff or EXR would be best so the color gamut doesn't get clamped by 8-bit (prevents "Banding" in Linear workplace). If there is no option, or workaround, then I might just stick with TGA files and convert sRGB in Unity, or at least that is my thought process. If anyone has any ideas that would be much appreciated. I may also be thinking about this way too deep than what is actually needed. Thank You, Rudy Edit: I addition, my Preferences in Textura are set to use ACES Color Management, and the line above, the gamma correction is set to 1.00 for the red/green/blue channels. I am assuming then that Textura runs in a Linear mode already? However, in Unity, when I uncheck the sRGB Texture box to take the gamma conversion away, the texture becomes washed out. Trying to figure out where the issue may be - could be in Unity. (Project is set to Linear within Unity too.) Thanks!
  5. Hi! Sorry, didn't even see that anyone replied. I am right in the middle of a game-dev deadline. When I get to exporting that texture set, I ill try my best to remember and do that for you all. Thank You, Rudy
  6. Hello, Upon using 3DCoat Textura pretty extensively now, I am noticing a behavior with the Depth Layer, particularly with Smart Materials (creation of). This seems to be tied into my earlier bug report for the Depth Layer not reading .EXRs, at all even at 1,000% - the Depth is nonexistent. In this case, which is mainly the issue upon making your own Smart Materials using Quixel Megascans or some I also bought on CGAxis, there are some very noticeable "pitting" that takes place with lesser details. I am guessing that maybe these channels are not set to "Linear" upon reading grayscale maps, and therefore small details are clamped resulting in the "pitting" nature. I am using very high UVSets (4k/8k) with high resolutions maps (4k/8k), as well. During the Preview phase with the viewer, everything seems fine, until you "set" the materials on your object via the Brush or Fill, then it gets extremely "pitted." Example: A rusty painted metal is being used, I Import all of my maps into the Smart Material at 100% (as that is how it should read based on the Purchased Material to get the look that is presented). Looks nice in Preview mode, then becomes very pitted upon setting. The little nuances of the metal are extremely over pronounced versus the large rusty areas. This also happens with a Material I purchased on CGAxis, a Sci-Fi Foil texture...which should be more smooth in nature, but comes out extremely grainy from where it should be. Anyway, based on my previous bug report on the Depth Channel with .EXRs and now this, I think there might be an underlying issue on how maps are being read, perhaps not being "Linear" as mentioned above - I could be very wrong here, but I wanted to let you know. In addition, putting an AO (Ambient Occlusion) map in the "Condition Channel" of the Smart Material editor seems to do virtually nothing, as well, even though it says it takes AO maps. (Workaround): I have to set the Depth Channel to extremely low (like 10% - 15%) then come back with a Brush at a very high percent to brush over the main details that should be noticeable from the onset, but get lost because of dialing down the Depth Channel because of the "Pitting" that takes place. (not ideal, as it takes time and you cannot move the map during this process or things won't line up) (Side Note): Preview seems to work nicely, and this is also not really noticeable with your own Smart Materials from your download library on your website. Note: Using Roughness/Metalness workflow as well. Thank You, Rudy
  7. Hello, I just wanted to report a bug that I noticed with 3DCoat Textura. This is reproducible as well. If you have two layers and one layer is set to read the other as a clipping layer (Mask), upon deletion of the the "Mask Layer" you will get an instant crash. I am assuming the Main layer trying to read the Mask layer, can no longer find it, producing the crash. Where as, ideally that layer should just switch back to the Default "No clipping layer used." In addition, when the crash happens you get the usual notification that the software has become unstable and that you should save the file to a new file and not overwrite the existing file. Whether you chose, "Okay" or "Cancel" (the only two options for that message), the software will instantly close and you cannot save the file regardless. Whenever this crash message comes up, the instant closing of Textura happens, and it is not just tied to deleting the "Mask" Layer as noted above. More or less, two issues in one. Thank You, Rudy
  8. Nicely done! Love the color.
  9. Hello, I just wanted to mention a few things I found (could be bugs) while working with 3D Coat Textura. I hope this helps. 1.) While going to Textures>Export>"Layers with Color/Depth/Glossiness" everything seems to export fine; however, upon importing via the layers.xml file generated, the Glossiness is not correct. The Function states (upon hovering over the export command) that this method is good for transferring Layers from one model to another. Unfortunately, that doesn't seem to work. Even, upon importing to my exact same reference model that I just exported everything from, that too is very very glossy. This must be a bug as the roughness/glossiness is now inconsistent and not reliable. 2.) Trying to find a workaround, I exported just the Roughness map via two ways. One way is through the Texture Panel, and the other is near the bottom of the Layers Panel. Upon Importing, both methods work the same way by placing a new layer at the very top of your Layers stack. Wouldn't one method work that way, and the other work as propagating it two the separate layers, since it asks for the UVSet to reference? I could be wrong, but would be very useful. Currently, they act both the exact same way, and I cannot find a way to take that new upper layer created upon importing and propagate it down to embed it within my painted layers. 3.) Going to Textures>Import UV (which is supposed to take an updated UV layout change) when I do that, all of my UVs are flipped in the Vertical direction, even if the UV Set was unchanged. Being in Textura, I cannot find a way to flip the UVs Vertically in the Texture Editor, so I am guessing I cannot do that in Textura. 4.) If I go into Maya and adjust a UV Set layout, lets say, because I decided I wanted to combine UVs into a Set and condense things bit...when I then go back to Textura and Reimport Geometry only, it asks for my new map sizes which is fine. However, when the reimporting is done, my maps get messed up. I could see if the maps get messed up on the UV Sets that were changed, but there seems to be something happening in the background with the layering order and affecting some UV Sets that were not adjusted at all. This, is what led me to find a workaround with using my #1 (listed above.) 5.) Upon reimporting and entering my map sizes as Textura asks, I then started painting and noticed my resolution was incorrect for the Texel sizes I computed in Maya. If I go to "Mesh and Texture Resolution" I found that after the reimporting took place, the map sizes do not "lock-in" if a UV Set was changed. I have to then re-enter my map sizes in the "Mesh and Texture Resolution" area again after the importing is completed. This was is not a big deal, just have to remember to do it and not forget. 6.) Entering a Custom Map size didn't really work for me while importing a mesh. I was trying to enter a size of 12288x12288 (double 6k), and while it allows me to type it in, it seems to force it into the next highest map size when I check in "Mesh and Texture Resolution". Not a big issue as I know that size is uncommon, but I just wanted to mention it in case I found something. I hope these helps out, as I really like Textura. The first one I mentioned, is a show stopper as I am making assets, and I feel this should be super simple - export and import. The others are ones I found out while trying to figure different methods. Additional Info: My models are coming in from Maya via .fbx format Additional Ask: Perhaps a tighter integration with Megascans would be great, or 3D party PBRs in general. Right now, it seems like after installing as an extension from Megascans, the Depth channel when it uses .exr natively is not recognized, even at 1000%. Also, a "Rotate all maps 90 degrees" when setting up a custom Smart Material could be cool and useful along with a place to enter exact numbers, for Scale, etc. in the Material Tool bar. Thank You for Your Time and I Hope These Help, Rudy
  10. No worries at all. I figured that might be the reason, with Windows 8.1 being old, but I just wanted to double check. Thanks!
  11. Hello, Whenever I run the AutoUpdater from the Help menu, it opens a box to see if I want the program to run, which I click Yes. Then, 3D Coat Textura closes as I think it is going to take me to the download/update page, but nothing ever happens. On Windows 8.1 (due to Softimage needs) Thank You, Rudy
  12. Hello, Yes, same email login. They did get back to me and were able fix my issue - it was stuck under my reseller info...they transferred it and everything is now working perfectly. Thanks again for your help! Thanks, Rudy
  13. Hello Carlosan, Do you know roughly how long it takes for the sales team to respond? I still haven't heard anything about my issue, and my profile it still empty (no Keys linked) online too. Thank You.
  14. Hello Carlosan, Yes. I logged out online. Relaunched 3DCoat Textura and went to "Show My Key." That then sent me to my Account login, so I re-logged in and it is still empty. I just tried it again to double check - same thing. I'll go ahead and send the email to your link. Thank You.
  15. Hi! I wanted to say that 3DCoat Texutra is absolutely amazing! I was giving it a trial run and decided to purchase it through my reseller. After an hour of figuring out how to license it (for anyone who wants to know, you literally have to highlight all of the text including the "===" at the beginning and end, and everything in between. Then, press CTRL+C to copy it to your computer's clipboard. And Finally, then launch 3DCoat Textura. The program will find it on the computer's clipboard and license it.) Maybe, having a possible option when the program loads to enter the Key and Sequrity, might also be a good way to register and would be helpful. Anyway, after figuring it out...when I go to "Show My Key" in the Help dropdown, it takes me to my Profile page here. However, it is blank and just lists the different software that I can download for a 30day Trial. Does it take a while for my online Profile to sync, or is there a place I should enter my info in my profile, so it is saved, and linked, to my Account. As a note: I purchased my license through my Reseller and not via online on your website - I do not know if that makes a difference. Thank You, Rudy
×
×
  • Create New...