Jump to content
3DCoat Forums

Search the Community

Showing results for tags 'height'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Tutorials and new feature demos
    • New Releases, Bugs Reports & Development Discussion
  • 3DCoat
    • General 3DCoat
    • Coding scripts & plugins
    • SOS! If you need urgent help for 3DCoat
  • Community
    • CG & Hardware Discussion
    • Content exchange
    • Artwork & Contest
  • International
    • Chinese forum - 3DCoat用户讨论组
    • Japanese forum - 日本のフォーラム
    • German Forum - Man spricht Deutsch
    • French Forum - Forum Francophone
    • Russian Forum
  • 3DC's Topics
  • 3DC's Tips
  • 3DC's Topics
  • 3DC's Paint
  • 3DC's Hipoly
  • 3DC's Lowpoly

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Google+


YouTube


Vimeo


Facebook


Location


Interests

Found 3 results

  1. Hey, I am requesting a feature that will allow the exporting of heightmaps within a range, where the highest white value can be set based on distance rather than the highest point sculpted. This could be added to the Export Scene along Y axis, or something could be added into the retopo room similar to how 3DS Max and Mudbox bakes height from one plane to another, the height difference being the range of the black and white mask. A little info on why I am requesting this feature: I have been trying to sculpt a terrain and export a heightmap where black = 0m and white = 3200m. The tools currently available that I am aware of will output a map where white is equal to the highest point I have sculpted. So if I sculpt a mountain of 300m and that is my tallest point, when I export the heightmap then white will = 300m. This is a problem when I need white to = 3200m. When I import this heightmap into another program such as Gaea or World Machine the height will be inaccurate in comparison to the X and Y scale forcing me to manually adjust the heightmap values, and if the max height I have sculpted changes, then I would need to do that calculation with every export from 3D Coat. I have asked around and looked up solutions to this and so far have not found any way to do what I am looking for so I am assuming 3D Coat does not have this functionality at present.
  2. Is there a way i can bake good quality depth like the "export depth along y" in sculpt room, but for a mesh in the paint-room or a reference mesh.
  3. I Have seen he more on heights and less on heights tool for per-pixel paining, however i can not see what it does, if i use a value of above zero in the height scale box, it paints if the value is below it does not. could someone tell me how this tool works and how to use it? as for the more in cavity and less in cavity brush options, i want something that does the same but in less detail. An example of when i would want to do some good dry brushing is painting an old medieval stone wall (http://liamtart.com/wp-content/uploads/2013/04/alpine_rockwall_04.jpg) - i would want some dark low opacity color in the deep parts of the wall (where the stones would have shadow if you baked it) and maybe some green tundra/lichen and light color on the sticky out parts of the stones of the wall with a little more specularity. this is the sort of result the dry-brushing would give http://liamtart.com/wp-content/uploads/2013/04/alpine_rockwall_03.jpg Can anyone suggest what i should do?
×
×
  • Create New...