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Found 11 results

  1. Hi everyone, I am under a year new to 3DCoat and I love it so far. I purchased it right away knowing what it was capable of and specifically it seemed like the only 3D painting program that can work with Displacement textures and see it in realtime! Anyway, there was no tutorial for me, I asked questions and saw bits of info that came from various places and was a bit of a nightmare after buying a new piece of software and not knowing how to use it the way you need. So recently I put together a couple tutorials, a short version and more of a complete version. This video -the long one, was not intended to show off my art skills, I'm just dabbing areas with various textures while explaining how to and trouble shooting etc. I'd still like to improve the ability to have displacement work faster and maybe display better while painting. Perhaps if the lower poly model can be subdivided once or twice and while you paint a a front facing & distance based tessellation shader is used to help bring out the details that way you could potentially have subdivision on its highest level and have the same performance and maybe memory conservation with 100% fidelity but with the speed as if you were working on a lower poly model. So here is the tutorial if any one here has mastered working with Displacement with 3DCoat please let me know how I can improve the workflow or let me know if I explained something incorrectly. I was working with 8K Photo Scanned textures from RDT
  2. knekke

    Displacement Depth Factor export

    Hi, I need to access the displacement depth factor after exporting to obj. When using the vanilla export options (the one with checkboxes for color, roughness, etc and displacement options depth, normalization, extension) the depth factor is written into the .mtl file AND to a separate disp.txt file...-> Awesome! When I use an export preset (e.g. Unreal 4), the export options UI changes and more importantly the Depth Factor doesn't get exported (not in the .mtl and no disp.txt). Is there a way of enforcing that disp.txt file? thanks!
  3. Hi guys, so I know this is probably a newbie thing but Ive been trying to figure it out on my own this morning and I couldnt. So I got a model in zbrush with a 4 subdivision levels and good topology, made it on zbrush, but next projects ill be using 3ds max too. In 3DC i want to: UVs on the lowpoly baking a displacement map from the highpoly Paint textures while I can see the displacement map applied (i dont know actually if that is possible, if not ill go with normal map) What Ive done: Exporting obj lowpoly, exporting obj highpoly and try things.
  4. Hi 3d-coat team, just wondering if it's possible to paint multiple channels at once with a projection (e.g. R + G) but as separate components, a feature available in Mari. Alongside this, is there a way to preview displacement, similar to the displacement matcap in Zbrush or Mari's shaders. Thanks for your answers.
  5. gerkx

    PTEX Displacement Empty

    Hello All, I've always worked with microvertex painting, as I utilize deep displacement in Houdini, but thought I'd try PTEX, to get the most bang for my buck, map resolution wise. I'm having difficulties getting it to export the depth info into the displacement map. It bakes out as a flat grey map. If the polys spill over to a second ptex plane, it's displacement map contains the depth info, while the first plane remains blank grey. The scale for the first also reads out as #INF00 rather than a numeric value. I'm working within 4.5.19, but I've also tried it with the latest 4.7 beta release w/o any further success. Anyone dealt with this before?
  6. aaronmcavinue

    Displacement map is pixelated & useless?

    I'm finding that exporting a displacement map is not getting the results needed. As you can see in the picture from Blender, the displacement map is all pixelated and useless really -- it doesn't add any additional depth or anything. What am I doing wrong in this process? Here is my workflow: 1. Unwrap object 2. Retopo room > file > export retopo object 3. Retopo room > bake > bake into normal map for per pixel 4. Paint room > textures > texture baking tool 5. Input: Choose the .obj exported from step 2. Thanks much in advance! Here is a link to the .3b file.
  7. Hey Guys, Just created some new video training on how to Bake Voxel Data (Displacement, Color, Ambient Occlusion) to a Normal and Color Map. It was designed for beginners who are new to baking in 3D Coat. http://www.learn3dsoftware.com/3dc_4_vol_16_texture_baking_I.htm It also covers importing the final maps into Lightwave and setting them up.
  8. supermoby

    Multiple Maps from 3Dcoat Retopo Room

    Hi, I'm coming from Topogun and I have found 3DCoat retopo room to be heaven sent. I've pretty much found all the info I needed on these forums but one thing still eludes me and unfortunately it is a make or break thing because it's the last link in the chain - without it all my work is worthless. I'm here to ask any expert for advice on the following: I have broken down my retopo object into several uv sets. How do I export (from Retopo room, NOT paint) the maps for these uv sets... So far I get overlapped maps on one map. In other words my 3 displacement maps are superimposed into one. Now for the question of why I don't take my object to the Paint room... because I could not find one single way, after literally dozens of tries based on the 3DCoat tutorials and docs to get it into the Paint room without artifacts. Thank you all so much.
  9. Hi there I currently use 3D-coat for repairing scanned meshes. I really love those voxel tools. I got a scanned mesh which I repaired in 3D coat (voxels). I sculpted the missing detail back on the mesh. Now, with zremesher I made a low poly model with uv's. Is it possible to bake the detail from the scanned mesh in a displacement map on the low poly model? So I can render it in MODO? Or do I need to follow a completely different route?
  10. FreezeFrame

    Displacement Mapping - uses.

    Hi, was wondering where the displacement mapping gets used. Specifically characters and assets? I know this is used more I believe in Landscape, for game engines etc... Is this used more in movie making software like 3ds max Maya for characters and assets? Is there possible realtime deformation with game engines for characters? idk... Or actually is it just better for rendering with some 3D models? Is that it....
  11. Are masks supposed to work with depth painting in the paint room? Mask images work just fine with specularity and color channels, but not depth. Is this a feature that hasn't been implemented yet, or is this a bug in the new releases? I'm using the V4 experimental version 4.0.15, Windows x64.
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