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ghib

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Everything posted by ghib

  1. Tiling Engine 'Sandbox Tiler' - Fill with Voxels ***Please support this idea on Trello*** I have had this idea of a system whereby we can create easily Tiling textures using Voxels ever since Andrew started working on the Alpha for V3. The easiest things to compare it to are Zbrush's Tiling Canvas or Corel's Painter Pattern making function where you paint and your brush will go off the edge of the canvas and wrap around to the opposite side. Therefore creating easily tiling textures without worry. The difference here being that you are using actual voxel geometry in 3DC instead of on just a 2D canvas. I mocked up 3 images using Silo & photoshop to help demonstrate what I mean by this. It should work in theory very much like the Tiling Grid from the start up screen if you've ever used it. Advantages for using Geometry instead of painting bump (the two can be used in conjunction - paint high detail bump at the end of the process) -You can get a much nicer normal map that works better with game lighting engines. -You can extract an exact tiling 32Bit Displacement map for high resolution rendering. -Visualising the placement of objects in 3d space (e.g. overlapping bricks, grout, moss in cracks on different layers etc.) -works with Merge Tool -works with all Tools & Brushes -exactly replicates states of point cloud & surface that wrap around at the extents of the sandbox. Let me know what you think as I can imagine this would be of a lot of use to artists creating Tiling textures for games/film. p.s. Just realised how 'Tomorrow's World' this request is. Maybe by 3DC V4 or V5
  2. ghib

    Masking Normal Maps

    http://3dcoat.com/forum/index.php?/topic/19525-3d-coat-47-beta-testing-thread/&do=findComment&comment=139854 This issue is still not resolved. I try not to despair but I'm failing sorry.
  3. I can't for the life of me figure out how to solve this issue. It was a bug from a LONG time ago and I remember having this discussion before but was it resolved? I have done several searches for this issue on the forums and it comes up with nothing relevant on the first 5 pages or so. The Issue Custom created Alphas for the brush tool causes dark fringes around the painted pixels in the Paint room. This problem doesn't seem to occur with the default brushes. To reproduce the issue Create a custom alpha (I tried with tga, png with transparency) drag alpha image into 3DCoat window and choose 'create new Alpha' create a layer and fill with black create a new empty layer and paint white pixels with your new brush continue painting and overlapping the same spot with white pixels and note that there are dark spots around the fringes of your 'white' alpha in the brush As I said this is an OLD issue but I cannot for the life of me remember how to resolve it.
  4. The HeightMap layer is 50% Grey (RGB 128,128,128) Should it be 49.8% Grey? By the Way I'm only painting RGB and not Depth or Metallic/Roughness
  5. ghib

    Sandbox Tiling Engine

    Thanks for the video but we already have this ability with other sculpting apps and is not really the intention for this feature request. This advantages for using multiple voxel objects and have them seamlessly tile would be a game changing workflow. Especially if there were smart baking options like auto creating masks and separate layers for each element with zdepth.. straight to the Paint room and continue to work with the awesome filtering tools in 3DCoat. Anything else at the moment feels like a cumbersome workaround.
  6. This is a workaround and becomes cumbersome with many layers and over time.
  7. ghib

    Sandbox Tiling Engine

    Thanks Ratchet I already tried this technique and it isn't so nice to use.
  8. ghib

    Sandbox Tiling Engine

    More like 'dilapidated hope pit'
  9. ghib

    Sandbox Tiling Engine

    Oh my gosh I almost forgot to do my yearly bump for this tool. With appropriate cheeky SandBox image
  10. Thanks Andrew, I do feel it should be locked by default. I can't see myself ever using the unlocked feature again.
  11. Like the topic suggests this post is about brush size being linked to Depth strength. Is there a way to turn this off in 3dCoat? It's been this way for as long as I can remember and for the life of me I don't know why it was conceived this way. I have up until now merely put up with it but I can't stand it any longer. Why is it this way by default and can we get it changed? This program is for the most part great and is like a swiss army knife of tools but a LOT of them are ill conceived and poorly implemented. I have posted many comments over the years complaining about a lot of them and Andrew (god bless him) has answered most of them and when he doesn't it's because he's been too busy. Sorry for the slightly ranty post but it's been bugging me for too long.
  12. Yep, drivers all up to date. I can work for an hour maybe then all of a sudden the mouse cursor will freeze and my whole machine will seize up. This ONLY happens when running these latest beta releases. I will roll back until I find one where this doesn't happen. *EDIT* Ok so I've been using version 4.7.29(DX64) on Windows 10 version. So far so good. No freezing or hanging PC.
  13. Is there perhaps a memory leak with these latest beta versions? My machine seems to hang indefinitely and also I've experienced a few blue screens. Just thought I'd let you know this is happening. I'll of course investigate further but it only seems to happen when I run 3DCoat.
  14. ghib

    Masking Normal Maps

    Thanks again Carlosan, if you look just two posts down I replied to you. It seems still not resolved in the latest version.
  15. ghib

    Tiled Sandbox -- Am I missing something?

    Hi, I'm getting this also. Any of the surface tools used on the tiled boxes does not automatically wrap around to the opposite side. I hate to flog a dead horse but I'll link to this post I first made in July 2009. I presume that the Surface Sculpting - Tiled Box was Andrew making a start on this idea but it seems abandoned.
  16. ghib

    Tileable texture in Voxel Mode

    I have always thought this, and it's been somewhat frustrating to see the idea neglected considering Andrew sounded really keen on it back in 2009. Anyway here's to hoping that renewed interest will spark creativity in Andrew once again.
  17. Thanks for the responses guys. @Carlosan that doesn't work with Imported NormalMaps unfortunately. This is very much linked to an earlier post I made where I was requesting the ability to paint depth in an Opaque manner above an imported Normal Map Layer. Currently it doesn't work. @Javis, yes with Imported NormalMaps the clip masking doesn't work. So you managed to mask a NormalMap layer using a Layer with an RGB Layer? I believe that possibly Andrew needs to have a look at the functionality of using Imported NormalMaps and painting Depth in 3dCoat. Currently they feel a little disconnected. p.s. this has nothing to do with Masking depth painted on a layer in 3DCoat.
  18. For me in version 4.7.10 the Normalmap layer does NOT respect Clip Mask Layer options. Has this always been the case or just with this latest version. I've never actually tried to do any Clip Masking on the NormalMap layers before so I have no frame of reference. Too busy at the moment to install and try a different version.
  19. Hi Andrew, 2 things. Could you please check your code for Editing All Layers in Ext Editor please. (and other Send functions.) I'm experiencing a bit of a deal breaking bug where Saving the Layers.PSD from Photoshop after editing back to 3DCoat. Once back in 3DC the Layers won't always be in the same order, and sometimes groups will become children of other groups You might need to add the layer blending mode 'Pass Through' to better match what Photoshop has. Currently this is the only blending mode that Photoshop has that 3DCoat doesn't. *Edit1* Just tried again after cleaning up the layer and groups in my scene and sent to Photoshop which gave the error message 'Some groups were found corrupted and repaired.' In the Layers.psd file it has parented a Layer group under another group and also one of the layers has been renamed <end> thanks.
  20. Yes this is what I was doing, but Painting extra depth in an Opaque manner using 3DCoat does not work if you have a Normal Map on a separate layer. This is regardless of placing your new depth layer above the Normal Map layer or not.. Painting depth in an Opaque manner if using ONLY 3DCoat depth channels DOES work. This is achieved using the Max Depth function. I would hope that this would work with added Normal Maps if the layer you're painting Depth on is above. If beneath the Normal Map layer I'd expect the Normal Map to blend additively. Thanks for listening.
  21. Brilliant, thank you for looking into this Andrew. This was only one of two things breaking the workflow. The other thing that forces me to go to Photoshop for editing is not being able to paint opaque depth over the top of an imported NormalMap that is on a layer with NormalMap selected as the blend option.
  22. So has anyone had a chance to test if Normal Map export is broken in the 'Export Objects and Textures' function? Currently the Normal Map comes out a LOT lighter compared to the Please 'Textures > Export > Normal Map (TS)' function. This breaks an otherwise great export system.
  23. Could anyone please confirm this potential BUG with the 'Export Objects and Textures' Normal Map output. My exported normal maps are coming out a LOT lighter than usual. If I use the 'Textures > Export > Normal Map (TS)' function it works fine. Thanks. p.s. Really, noone?
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