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I watched the recent 4.7 video, very cool stuff, one question does this software support painting of displacement maps while on PBR painting, I ask this because with the release of Quixel Megascans I would be glad to paint everything and get color, normal, and displacement to match perfectly. If this is not possible at the moment, a tweak to add a temporary additional channel to the smart material layer structure could help too, maybe with a preview of just the channel painted layer and not the deformation achieved that can anyway in part be previewed by the normal maps. Though I think 3D Coat should definitely fully support displacement maps in PBR painting mode(with Catmull Clark/Open Subdiv subdivision pattern). Not all people work on low poly assets, and 3dCoat could easily lead the change on this. I think many would appreciate this feature expecially after the Quixel Megascans official release. Thanks for the attention.
I think it would be great, if 3DC would have a creasing capability for its Catmark subdivision algorithm. For now you have to beveledges that are supposed to be creased. That workaround is hard to manage (doubles vertices narrow to each other). Such approach is also not really useful for inward edges, that are shown on the illustration: The "Sculpt -> Retopo -> Subdiv Sculpt" workflow is very useful for complex curvy (car-design-like) hard-surface modelling. No matter how much you smooth with your brushes, you won't get a subdiv-quality CAD-like surface flow. This is much like in raster graphics where you won't get ideal tweakable gradients in Gimp or Photoshop - when you need those, you use a vector editor like Illustrator with its gradient meshes. Take a look at this ZB video using the technique I described: Seems like ZB is also missing correct creased subdivs, but has a special tool that creates double edges with a help of lasso tool. You may also take a look at the OpenSubdiv tech by Pixar: http://graphics.pixar.com/opensubdiv/docs/intro.html It is bound by and Apache license, so you could incorporate it without troubles. With the help of OpenSubdiv or not, 3DC would benefit greatly from a more advanced subdivision-assisted workflow. P.S. Subdivs are also an industry standard for animated characters, so a quick and valid retopo-mesh subdiv preview would also be a great plus for 3DC as taking part in different movie companies' pipelines. P.P.S. If you need a pair of hands to implement the feature, I'm also bounty-hunting as a programmer and open for cooperation.
http://graphics.pixar.com/opensubdiv OpenSubdiv Overview OpenSubdiv is a set of open source libraries that implement high performance subdivision surface (subdiv) evaluation on massively parallel CPU and GPU architectures. This codepath is optimized for drawing deforming subdivs with static topology at interactive framerates. The resulting limit surface matches Pixar’s Renderman to numerical precision. OpenSubdiv is covered by the Microsoft Public License, and is free to use for commercial or non-commercial use. This is the same code that Pixar uses internally for animated film production. Our intent is to encourage high performance accurate subdiv drawing by giving away the “good stuff”. The source code for OpenSubdiv is located on github and is entering open beta for SIGGRAPH 2012. Feel free to use it and let us know what you think through the github site. https://github.com/PixarAnimationStudios/OpenSubdiv Platforms supported: Windows, Linux, limited OSX.