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Gradient Maps(and adjustment layers) for paintroom


jyoung
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I would like to request the addition of a Gradient Map feature for paintroom. This is something that is really useful for texturing, and a feature that my coworkers and I really miss from Photoshop. If you're not familar with it, gradient maps allow you to remap the existing colors using a user-defined gradient. You can take a grayscale image and convert it to color and get some really nice variation as it doesn't just colorize everything with the same hue. You can also re-work existing textures easily. One example would be taking a texture with wonky skin tones and re-mapping it quickly, which typically works better than the usual hue/saturation changes, having to repaint, etc. See the following images:

The first image is a light bake, and I am adding a gradient map adjustment layer. You can add it via Image>Adjustments>Gradient Map, though most people seem to prefer the non-destructiveness of an adjustment layer. I would certainly prefer it, and feel adjustment layers in general should be added to 3dCoat. If adjustment layers aren't do-able at this point, it could be added into Textures>Adjustments as a gradient re-map.

The second image shows how colors can be re-mapped with a gradient. Notice there is the ability to change hue, so you can get warmer lights, cooler darks, more contrast, etc. Very powerful and creates a great base for hand painted textures.

The 3rd image shows a second gradient map adjustment layer with a mask applied, this time used for gold. Masking in general would be hugely appreciated, along with some way to organize layers into folders.

Very useful when working on teams, as we can share saved gradients to make sure everyone's gold looks the same, etc.

Hopefully this is something that can be added in. :)

Thanks!

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post-12749-0-69198200-1350335799_thumb.j

post-12749-0-43837100-1350335801_thumb.j

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  • 3 weeks later...
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I would love to see support for masks and adjustment layers as well, they're the main thing I find myself missing in 3dc! I get a feeling the Paint Room hasn't been such an area of focus as the Voxel/Sculpt room has recently, but I know there are quite a few users who would like to see more development there.

personally I'm not terribly interested in the sculpting, as I have Zbrush for that (which, while lacking Voxels, has made strides in the freeform sculpting stuff recently), but the painting is where 3dc really shines. I also use the unwrapping and retopo, but less so.

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  • 3 weeks later...

Hi, there is an option

Using the Blending Tab at Right Side Panel in the Paint Room:

http://3d-coat.com:8081/wiki/index.php/2.7_Blending_tab

Look at:

Linked layer. This drop-down list enables masking of the current layer with another one. Transparency and depth of the current layer will be modulated by selected layer transparency.

Inverse linkage. Inverse layer opacity will be used as a mask. All parameters can be changed, for this you must change values on a corresponding scale.

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  • 3 weeks later...
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I've seen that, but it's just not the same. For one, it's not compatible with Photoshop, which is the main reason I bought 3dcoat, and furthermore it's just a kind of rubbish implementation.

Then, there's adjustment layers, which currently just crash 3dcoat, and from what I can tell have done so forever. It's been reported before, and I've been sending bugreports everytime it happens, but there's still no fix.

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Carlosa, that's how I currently mask things in 3dcoat. It works well in some cases, but photoshop style mask support would be a welcome addition. Partially due to what Mighty Pea touched on, which is they crash 3dCoat, which ruins some of the interoperability between the two. Another reason being adding mask layers can make things pretty messy when you have lots of layers and then additional masks. This, of course, could be fixed with photoshop-style folders. :)

I realize Andrew and co. are busy, but getting 3dCoat up to parity with basic photoshop features such as adjustment layers and folder structers should be important. I suppose one issue is not everyone uses photoshop, but most production studios probably are at this point.

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