roentgen
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Everything posted by roentgen
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Thanks for your work! Looks so nice. I confirmed some issues of which I reported. Below image, this is baked by smart material's ambient occlusion once, but now it doesn't have any reflection after changing shader. (2021.19) I'm happy because now I don't need to wary about a volume may include an environment unintentionally. cheers,
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It looks that translation of the coord system does not work for working with Blender(addon, Z-up). There is a check box, "Z-up coord system", in import/export dialog. If I check this, the model shall be rotated in Blender. It looks that's not only rotate the coord system of 3d-coat but vertices. (If I don't check this, it looks good, only the pivot point away) But the dialog wouldn't be always appeared -- In "Reference Mesh" mode, this dialog is not shown, and so the model still fell over the X-axis.
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I think that you may implied a parameter, Map Type of "Light Baking Tool"(below), I did not use this tool explisitly. In my understood, baking of reflection was implicitly done in a process of a smart material's. > 3 : you have painted the object with a smart material, therefore now the shader you select in sculpt room has little to no effect. (if a shader uses a normal map this will still show at least) At least I see that both of results, smart material and shader. I'd never felt any probs in this behavior in 4.x, how baking may or may not includes reflection of an environment should confuse me in 2021. But If only it was not the watermark that what's saw in reflection, I thought that was cool new feature.
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Thanks for your help! Finally I figure out the issue and steps to reproduce it. 1.In Sculpt room, apply reflective shader, eg: Glass1, to voxel volume. 2. In Paint room, fill a whole of volume with smart material, eg: dirt_2, to calculate occlusion and carvature. (here bake an environment which includes the watermark to some internal texture so that a shader or the volume has a reflection term) 3. Back to Sculpt room, then apply non-reflective shader, eg: ColonialMarple. (but still remain a reflection term. The shader which has no reflection but the volume has) Here there are my 3 questions. 1. In step-2, is it a spec that baking includes an environment? 2. After step-3, a reflective term still remains on the volume despite non reflective shader's applied. Is it a spec? (at least I didn't see this in 4.x) 3. is it copyright-safe for baking an environment which has watermark? regards,
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Thanks. But this may be not same to an issue of me. "No" of "NoEmotion.net" is colored red, color must not be produced by normal map. So I tried to find the message in its reflection. My voxel volume may have some reflective shader(I can't remember where/when it is applied). And found it in F:\Program Files\3DCoat-2021.15\UserPrefs\Panoramas\27646443.dds.
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Yes it is one of the defaults. I can't remember I've painted by which of the default materials but may be ColoniaMarple, I doubt it. CaloniaMarple: F:\Program Files\3DCoat-2021.14\UserPrefs\Shaders\PbrShaders\#Misc\ColonialMarple Color texture is that, F:\Program Files\3DCoat-2021.14\UserPrefs\Shaders\PbrShaders\#Misc\ColonialMarple\CustomSampler1.dds I found the message will disappear if I check 'Use normal map' off. But ShaderParams.xml of ColonialMarple does not tell me that file. It says: <ExShaderParam> <Usage>USE_NORMALMAP</Usage> <ID>CustomSampler2</ID> <Type>texture</Type> <!ShortName>Tangent_normalmap</!ShortName> <ChooseTexture></ChooseTexture> </ExShaderParam> CustomSampler2, is missing file in ColonicalMarple directory, is a name that I can see throughout under the UserPrefs, I don't know which texture will be used as a normalmap in this case.
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In paint room, I see some creepy message on a voxel object which be filled by smart materials. The message is appeared like as an watermark depends on viewport camera's angle, can read 'Emotion.net'? but be flipped. I hope you understand. In the center of viewport, there is dead man's message crosses perpendicularly at the screen. I've never written such a message. It's a scary story in the summer night. version 2021.14, windows10.
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There may be an inconsistency between gizmo and lattice while I manipulate lattice and put cube primitives for sculpting. Lattice's center seems be came to differ from the primitive center amoung many manipulations I made for the lattice, transforming a whole lattice, tweaking lattice points, "Reset Points" and more. So, once it's happened, Primitive's now getting to move itself as I just switch "Transform/Lattice toggle" on or off. The Lattice's center or the primitive's center is going wrong. I tried Reset Axis/Points/Axis/Position but it won't be help to stop the primitive. Only restarting the program could save him. 3DCoat 2021.10 2021-07-24 23-15-54.mp4
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In Paint Room, Color pallet will (or will not) be changed unintentionally as I switch Pen/Fill tools. When I switch a tool from Pen to Fill, Color pallet will be changed to last color to fill. That could be ok. After that, Color pallet won't back to Pen's color if I get back to Pen tool, so Pen's color could be gone. ver 2021.09
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In 3dcoat 2021, I've never seen a crash report window's appeared. Past, 4.x, a crash report which have callstack-like or error messages-like have been appeared but its characters were unreadable as encoding's completely broken. Because it may be on Japanese Windows(system encoding's problem), I don't know.
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I tried 2021.04, thank you! First, 2021.04 does not go crash at step 4, as I do undo. > 3. do undo some times so that above voxels are removed > 4. the program goes crash It's hard to say but, after step 4(fixed) then I pressed again Ctrl-Z, the program went crash. I'd appreciate for your work. best,