Jump to content
3DCoat Forums

Search the Community

Showing results for tags 'normalmap'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Development
    • Announcements and new feature demos
    • New Releases, Bugs Reports & Development Discussion
    • Linux Releases
    • 3DCoat AppLinks
    • Coding scripts & addons
    • Feature requests
    • SOS! If you need urgent help for 3DCoat
  • General
    • General 3DCoat
    • Basics & Interface
    • Questions & Answers
    • 3D Printing
    • CG & Hardware Discussion
  • Tutorials, Tips and Tricks
    • Beginners tutorials
    • Modeling
    • Sculpting
    • Retopology, UVs & Baking
    • Materials and Textures
    • Painting
    • Photogrammetry & Scan
    • General 3D and CG
  • Artwork
    • Finished Projects
    • Challenge
  • 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...

Found 7 results

  1. As it doesn't appear to be a bug others are experiencing, I decided to create a separate threat for this issue I'm having, to avoid it being lost in, or derailing the current development thread. Also, I'm adding pictures to help others understand my issue. The short version is that most sculpt room shaders are not displaying the normal maps. Here is a standard 80mm diameter sphere, with the Jama clay shader applied. The settings are visible, showing the normal map 3DC thinks it is using, but you can see by the specular shading in the viewport, that the normal map doesn't seem to be having any effect. This is confirmed by switching the view to Relief Only. The sphere is just that. A smooth, white sphere. If I create a custom shader, using a dirt texture as the normal map, 3DC happily converts the texture into a normal map, seems to think it's being used, but again the object is showing no shading from it in Relief Only mode. The dirt texture I'm using: And the lack of texture on my sphere in Relief Only view: 3DC is aware of it though, because for the same shader, if activate 'Use Cavity', and tweak the colours of the shader, the pattern where the normal map should be, becomes clearly visible. It would be easy to assume there was a graphics issue, and for a while I did. However, if I apply another of the default shaders, FabricWZ, it does appear to have the normal map showing an effect, and this is confirmed by switching the view to Relief Only. The normal map is clearly visible. So 3DC can display normal maps on Sculpt shaders perfectly fine. But seemingly, only for the ones in the Fabric tab. FabricWZ, normal viewport shading: FabricWZ, seen in relief Only: I am at a loss. I have tried a complete uninstall and reinstall. I have deleted my configs. I deleted/moved 3DC's data folder to force it to regenerate the default shaders. I have been through all the shader settings and display settings in the shader panel and the preferences. Because a few normal maps in the Fabric folder are working, that suggests there is something different about them. And that 3DCoat can display texture from normal maps, but for some unknown reason, it's not showing all the others. Suggestions welcome. Cheers, Derek
  2. I need to change this to a more urgent topic because it actually prevents me from further work with texturing in Blender. I Autopoed some objects, auto-unwrapped their UVs and exported them along with baked normal maps to Blender and Substance Painter. All parameters and presets were set to Blender or OpenGL. However strangely, after applying the correspondent Normalmaps the objects appeared to have a lot of artifacts and seams in Blender than in SP. Details were also less clear than in SP. This stopped me from any further works in Blender. For your information, if I set the bake and export settings to Substance Painter instead, it also renders incorrectly in SP.
  3. I use Autopo to retopo some objects and export them to Blender and Substance Painter. All parameters and presets were set to Blender or Cycles. However strangely, the objects appeared to have a lot of artifacts and seams in Blender than in SP. Details were also less clear than in SP.
  4. NathanBD

    Normal Baking Issue

    I ran into this weird issue while baking a model in 3dcoat, the normal map comes out with weird breaking , i looked for a solution online but didn't manage to find any . its like im seeing the low poly topology after the bake . my friend ran into this issue aswell not too long ago and he also didnt find any solution so he just baked the normal on another program. would like to find a solution for this instead of having to bake normals on other programs . thanks in advance .
  5. OK, this is really bugging me now. Why does 3D Coat generate such weird normal maps when compared to other programs? These weird normal maps do work, but they cause shading artefacts in Blender Cycles, so I would like to know the reason. I have played with the normal map settings in 3D Coat's preferences, but I am no closer to understanding. To illustrate what I am talking about, see the three attached normal maps. These are all created from the exact same high poly and low poly meshes (basically a cube with some patterns drawn on in 3D Coat's sculpting room). All maps are 2k, and should be Tangent Space. The two that look kind of similar were generated in Blender and Substance. The one that looks totally different is generated in 3D Coat. To be clear, I am not just talking about the padding. I know that 3D Coat uses a different mechanism for the padding. I am talking about the actual faces of the cube. Blender and Substance seem to deal with this "correctly", and you can see a flat surface with the pattern drawn on. 3D Coat does not. Why is this? ModelFiles.zip
  6. Hi A little feature whish I have is to have clip masks for normal maps layers. It would work like that: A clipped normal map would just blend to the value RGB = 0.5 0.5 1 It would make normal and depth blending with the follwing layers easier. Thanks for considering -ray
  7. Basically what it says on the topic. Currently when importing coloro/normal/etc from file to paintroom the colormap is applied to the selected layer, but a new layer is created for normalmap, where the normalmap texture is applied to the color layer and applied to the model with a normalmap modulation. Mainly this is a problem when some changes are needed on a model mid texturing and it is exported with textures, edited and imported again and the exported textures are imported back to resume work.
×
×
  • Create New...