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Hastouki

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Everything posted by Hastouki

  1. I saw a fairly significant speed increase after subdividing the cube to about 6K quads, wasn't aware that the lower poly mesh could cause a performance drop. It seems counter-intuitive to me that this would be the case, but of course I have no idea how 3DCoat handles the 3D -> 2D projections under the hood. Looking forward to 2024.14!
  2. One of the main reasons for my post was to show the performance difference between versions 2023.1 and 2024.13, I hadn't used 3DCoat for about a year and noticed a pretty drastic difference. If you take a look at the 2014 video especially, the brushes are NOT large, none of them. The last one, which was completely unusable, was large relative to the smallest one at the beginning, but it still isn't what one would call a large brush.
  3. Hello! I originally did the 30 day trial period of 3D coat last year but had at the time decided to not purchase after the trial period for a number of reasons, none of which were because I disliked 3DCoat. I do love many aspects of the package and have had my eye on it ever since. I generally work in ZBrush and Maya, and Painter/Designer or Marmoset Toolbag 4 for texturing. I've decided that I'd like to get more into the hand-painted art style and have always heard amazing things about 3D-Coat in that regard, so today I decided to take advantage of the reduced price and purchased a license. First thing I wanted to do was play around with the 3D painting again, but instantly noticed serious performance issues, which felt quite different from what I tried last year. I have no idea what has happened under the hood over the past year, but the 3D painting feels basically unusable for me. I work on pretty heavy scenes in the software mentioned above and generally don't have any performance issues. I don't have the latest hardware by any means, but I also haven't felt a need to upgrade as my day job is software development. I'm using a Radeon RX 6750 XT, which is certainly not a super high end card, but has been serving me well enough. I went back and installed 3D-Coat 2023.1, which is the version I evaluated a year ago and used OBS to capture some footage of the performance difference. Just for reference, I also recorded the exact same 3D cube I was testing with (exported straight out of 3D Coat) and painted on it in Substance Painter and Marmoset Toolbag, all of them are painting on 4K maps. The 4 videos are there, named accordingly, 2013-1.mkv and 2024.13.mkv are referring to the 3DCoat version numbers (sorry about the background audio, blame my wife): https://drive.google.com/drive/folders/1Z_03uYfMh7sQrt7smj38vHbVvJei6rT2?usp=drive_link Any assistance here would be great, perhaps I'm misusing something, but I certainly don't think I can use the software as it is. If all else fails, what is the refund policy? I literally JUST bought it an hour or so ago, and was excited to check out the painting again. Thank you! Nick
  4. Hey, can you point me in the right direction, I believe the video you posted no longer exist. I'm trying to figure out how this can be done in a more automated way like in ZBrush. I know I can start creating curves and doing things by hand, but obviously the real feature is the fact that ZBrush will help you generate the panels for you by understanding your mesh/polygroups and generating the required topology.
  5. Hey guys, just found this thread and I'm curious if there is anything like this in 3DCoat now?
  6. In theory you're doing a 1:1 conversion of the normal map to a displacement map correct? None of the smart material settings should affect what the conversion looks like, right? Meaning, I would assume I'm not doing something on my end to cause the displacement map to be generated flipped. I can't imagine any of the smart material settings would affect the conversion of the normal -> displacement as that should probably be a 1:1 conversion based on the source normal map. The texture maps of the PBR material are the same ones I emailed you few days ago, I'll email the link again in case your email inbox is a disaster Thank you!
  7. Absolutely, though I should have been more clear in my post. Sorry, too much other stuff to post/write
  8. Ok I took some time to test a few things. I generated a new TIF bump/depth map using the new features @Andrew Shpaginhas provided, then took the texture and performed an exact render using Marmoset Toolbag 4. This is so that I can demonstrate the differences between rendering the PBR using a normal map and the generated bump map. Overall, its a definite improvement from the issues presented previously, but I've also noticed some strangeness where the generated bump map doesn't match the details of the original diffuse/normal/roughness etc maps. Please take a very close look at the following images. I'm forced to upload them on my own server as the forum here has a limit on uploads. Rendered using Original Normal Map * Everything looks pretty good https://photos.ensoft.io/picture.php?/13/category/6 Rendered using Generated Bump Map (Invert option selected) * Please see how the features/indents on this map do not match the original normal map features, they do not line up. Take a look at the 3DCoat Generated map image below. The features also look "softer" and less sharp, which is why I'm testing with a crystal texture that requires sharp and exact edge details on the surface. https://photos.ensoft.io/picture.php?/12/category/6 NEW 3DCoat Inverted Generated Map * Please see how the features on this map DO NOT match up with the original normal map, https://photos.ensoft.io/picture.php?/15/category/6 Original Height/Bump Map (Provided with my PBR material) https://photos.ensoft.io/picture.php?/14/category/6 OLD 3DCoat Generated Map (Non inverted) for references * Pretty screwed up https://photos.ensoft.io/picture.php?/16/category/6
  9. Thanks @Carlosan, I'll be doing some testing. The long conversion times are huge pain when trying out materials and being creative, but I appreciate the effort @Andrew Shpagin has put into this so far. Thank you!
  10. Hey is there a way to trigger an auto weld vertices that are sitting on top of each other but haven't been welded? Something like in Blender where I can merge all verts by distance. I'm find it all too common situations where vertices that have "snapped" together, haven't actually welded together, only for me to find out that at some other point when brushing/relaxing the mesh. If someone can tell me why they sometimes don't weld together despite snapping together, that would also be very helpful. Thanks
  11. Great, I'll give it a shot, thank you!
  12. Hey Andrew, I understand why the depth is important, my question was more around why we use ONLY depth, disregarding the normal vectors during shading. It would be great to allow for normal map sampling directly. On top of the issues we're discussing, the conversion is very slow, productivity killer. I'll send you an email with a link to the texture files. Thank you!
  13. Hey Andrew, just finished more testing and put together some more screen grabs. Things definitely look better than what 3DC was generating before, but there seem to be issues. I spent a lot of time putting together my previous posts, I would really appreciate if perhaps you can touch on why I should be expecting an accurate given the conversion of the normals. New 3DC Generated Depth Map Looks much better, can still see warping near bolts. You can see in my previous comments how this material looks in other software packages. Close-up of the new 3DC generated map Much better than the previous result posted above, but there should not be fading/gradient/warping present, but its clearly in the generated depth map. Another example, using Marmoset and the actual normal map And now the 3DC generated bump map, please notice the circular artifacts inside the crevices, probably caused by the banding seen below: and this is the bump map it generated, its hard to see the banding, but its there.
  14. During retopology, I noticed these weird "cracks" just popped in out of nowhere while using the "Points to Polygons" tool. I'm not using any tools on the sculpt model itself, but yet these appeared underneath my retopo mesh, the artifacts are visible in the sculpt room too. I thought it was some real-time rendering glitch, but I saved to a new save file just in case. When I reopened 3D Coat and loaded the new save file the "cracks" were there. Any ideas why this could be?
  15. So nevermind, I think the moral of the story is, don't use Steady Stroke with the retopo room's Stroke tool, things get weird... I can live with that. Would still be interested to know about the decimate/retopo workflow.
  16. Hi, I have a 3D character I'm attempting to retopo which is about 25 million polys. When I go into the retopo room and start using tools like stroke, I think the high poly count is confusing the strokes tool and I'm getting a ton of points and strange strokes. What is the proposed workflow in this situation? In Blender what I might do is duplicate the sculpt mesh, decimate it quite a bit and then use the decimated version for a retopo reference. In 3DC, should I duplicate the sculpt object, resample it down and then go to retopo room, hide the original 25mil object and retopo on top of the decimated version? Or is there a more clever way to do things? When I was playing around with the retopo tools with a lower poly mesh, things seemed to be more predictable and worked quite nicely, but at the moment every stroke I make and poly strip I create ends up looking messed up. Thanks!
  17. Just adding some examples using Marmoset. Correct Normal Format Incorrect Normal Format Scratches look inverted, etc
  18. Hey @Andrew Shpagin, thank you for taking the time to reply. I know this is a lot of text and sorry for all the screenshots, but I think this is an important topic and I imagine many people would benefit from a true normal input channel in 3DC. I hope this post is more helpful overall than a chore to deal with. Looking at your image, it still looks quite strange due to the conversion, I don't believe the issues stem just from the normal map format. The normal maps I provided are D3D format (I think Substance painter format in 3DC), but I choose OGL as my bake type in 3DC because that's what I want to ultimately export for my own game engine. Btw, even if I purposely choose the wrong handedness direction in Substance, the normal maps look better and less artifacty. Of course they look inverted, but still do not have the weird fading/bending than the converted maps in 3DC (see below). How can we expect correct shading with a simple depth value. In my own GLSL shader code there is texture sampler with per-fragment vec3 available for dot products and other calculations, I can't just replace that with a simple depth value. If you could do that, I'd save on quite a bit of video memory in my own deferred renderer, but I absolutely can't. Perhaps its my own ignorance, but I don't know what mathematics one can use to correctly calculate lighting using a depth/scalar value. Perhaps you generate the height map, then regenerate the normals during painting with some procedural (incorrect) normals that weren't what the original PBR material contained. 3DC Generated Depth Map (from Normals) There is no way this information is sufficient or correct, look at the fading where the bolts are, I don't think this is just from Y direction. Original height map provided with PBR Material Pack This map would be useful for geometry displacement, but not really not that interesting for surface details. Further Testing I just created a box similar to what you posted and applied the material using a fill layer in Substance Painter. The difference in the way the normals are presented is quite evident: 3DCoat Zoom from your image 3DCoat box I just created I understand that there was an incorrect normal map format, just pointing out the strange bending look at the junction points on top of the inverted looking lighting. Substance Painter w/ Normal Map Substance Painter, choosing incorrect normal format on purpose (for reference) Inverted and wrong, still no weird bending at junctions/bolts as seen in 3DC converted map.
  19. In my video, I started out by using non-virtual symmetry. The video was about using virtual symmetry and the strangeness that occurs. Do you have any comments regarding that?
  20. Correct me if I'm wrong, but you created the exact same depth map I demonstrated in my 2nd screenshot by simply letting 3DC convert the normal map. This isn't correct, you simply cannot take a normal map which holds XYZ vector information per texel, flatten it down to a height map value and expect correct light shading to occur as if you had the original normal map. I write a lot of graphics/vulkan/engine code and can tell you from experience that during a lighting subpass, the normals are required to get the correct details on the surface. If you destructively remove the direction information from a material and replace it with a depth/height value, you can no longer shade it correctly. Has this not come up in other posts or discussions? I'm honestly quite surprised that this doesn't exist or that more people aren't discussing it. Did you see the last screenshots I posted?
  21. Just also wanted to quickly add, I'm not hung up on surface scratches, just used that as an example of where artists may put certain details in a PBR material. Here is a material that uses the normal map to clearly define the crystalline structure of the PBR material, which can't be reproduced with the height map. Normal Map Height/Bump Map
  22. Thanks for the reply, I've attached the ZIP file to this comment, hope that's ok since I've purchased these. black_metal_plating_28_73.zip
  23. Hi, really hoping to get a conversation going here. Over the last few days I've been playing around with texture painting in 3DCoat and have hit a bit of a wall when dealing with PBR normal maps. This is odd considering normal maps are standard practice with PBR materials, especially when preparing assets for real-time rendering / game engines. I've reached out and discussed this with a number of people, including 3DCoat staff who consistently repeat to me the following: Normal maps are supported, select your normal map in the "Depth" field when making your smart material and it will convert it for you. Height/depth maps are "better" and I should be using those instead of normals. They are different things and both have their place. Especially when using heightmaps to displace geometry. Normal maps don't make sense when texture painting directly because of tiling or something? I've put together a few screenshots of what my one of my paid PBR materials looks like when used in 3DCoat in a couple of ways, as well as what it looks like when used via Marmoset Toolbag 4 for reference. I can correctly use this PBR material using ArmorPaint, Substance and Marmoset and Quixel, all of which allow me to apply a normal texture along with albedo, rough, metal etc. You basically just create a fill layer and provide a normal map as part of the material you are filling the layer with. I had a response from support@3dcoat.com which basically told me to convert the map, when I asked for some more details I basically got silence/ignored. Is this something that the 3DCoat dev team is looking to add at some point? Is there an actual technical reason why you can't sample from normal maps when painting? I used the shader materials to bake in the normals prior to texturing but vertex painting those details is just not a solution. 3DCoat - Using PBR provided height map No surface scratches, only general bump information. Scratches may be only slightly visible because they are present in albedo and roughness details. 3DCoat - Using generated depth map from normal map source This is just wrong, looks like a normal map I would have generated from a colour image or something in GIMP. Notice the weird warping artifacts around the plates where they connect, this is unusable. Marmoset - No normals, No Depth/Bump (Just for reference) Marmoset - Depth/Bump Only Take a look at what details the texture artist captured in the height map, scratches are not accentuated in this map, just general material bumpiness. The scratches seen only because they are present in the albedo and roughness textures details. Marmoset - Normals Only Scratches and other small details are accentuated in the normal map. These are completely different artistic details that are present in this PBR material that are to be replicated using lighting/normals rather than height/displacement or bump. Marmoset - Height and Normals
  24. I'm monitoring both my system ram (32gb) and my VRAM 12Gb, neither of which are anywhere near close to being at capacity. Vram stays at like 2GB and sys ram maxes out at 9gb. This is definitely a bug. Funny thing is, this is a sculpt I made in 3DCoat that I exported into blender, did touchups just for testing, and now I'm trying to bring the sculpt back into 3DCoat, which is failing to import.
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