Reputable Contributor digman Posted March 13, 2015 Reputable Contributor Report Share Posted March 13, 2015 The below is from my other post. "This a little confusing because normally you do not need a spec map with PBR, you can use one of course for certain uses. Unity 5 appears to want a specular map for the Specular Workflow but the glossiness / roughness is put in the alpha channel of the spec map." I reread the article and understand now that the specular workflow is where you manually give the color of reflections... From the article... They both define the color of the reflections leaving the surface. In the Specular workflow, color is specified directly, whilst in the Metallic workflow, the color is derived from a combination of the diffuse color and the metallic value set in the Standard Shader controls. I am posting this since I can not edit my earlier post... 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted March 13, 2015 Advanced Member Report Share Posted March 13, 2015 Sending the file to support did not work ("Recipient address rejected: User unknown in virtual alias table", whatever that means). If you want to check the file, download it here: https://dl.dropboxusercontent.com/u/53072176/public_files/object.zip If anyone is able to open it (you can hope, right?) I'd be very, very thankful if you could export it as OBJ and post a link to it here. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 13, 2015 Reputable Contributor Report Share Posted March 13, 2015 (edited) Sending the file to support did not work ("Recipient address rejected: User unknown in virtual alias table", whatever that means). If you want to check the file, download it here: https://dl.dropboxusercontent.com/u/53072176/public_files/object.zip If anyone is able to open it (you can hope, right?) I'd be very, very thankful if you could export it as OBJ and post a link to it here. The 3DC file opened with no problems at all... I sent you a link through a pm with the download link for the obj file I exported... Your 3DC file I opened in Beta13A... Edited March 13, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Member red2blue Posted March 13, 2015 Member Report Share Posted March 13, 2015 Sending the file to support did not work ("Recipient address rejected: User unknown in virtual alias table", whatever that means). If you want to check the file, download it here: https://dl.dropboxusercontent.com/u/53072176/public_files/object.zip If anyone is able to open it (you can hope, right?) I'd be very, very thankful if you could export it as OBJ and post a link to it here. Hi, I also could open the 3b file without any problems. Very nice fishy . If you wish, I can upload the obj file and a newly saved 3b file for you. I also use Beta 13A. Btw. How did you made the scale? Great one ! Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted March 13, 2015 Advanced Member Report Share Posted March 13, 2015 (edited) The 3DC file opened with no problems at all... I sent you a link through a pm with the download link for the obj file I exported... Your 3DC file I opened in Beta13A... Thanks a lot digman, you saved my day. Thats certainly very strange though, there seems to be something wrong with my 3D Coat install or my system then (running a 3D Coat Beta under Windows 10 Technical Preview might not have been my best idea ever). Uninstalled and re-installed 3D Coat several times and even tried to open the file in different beta versions, without success. Btw. How did you made the scale? Great one ! Got an OBJ file from digman already, but thanks a lot for the offer. I used an alpha stencil for the scales. Far from perfect though, the fish is still very much work in progress. Edited March 13, 2015 by wilson66 1 Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 13, 2015 Author Report Share Posted March 13, 2015 Nice! 3D Coat crashed, and now I can't open my project anymore because it crashes again when I try to open it. Whats more, I can't open ANY of the file versions of that project I have saved, about 10 different ones! Please tell me that this is not true... In 95% of such cases deleting options*.xml files in MyDocs/3D-CoatV4/ will help. Probably some files in MyDocs/3D-Coat/ was corrupted due to (for example) hard reboot. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 13, 2015 Reputable Contributor Report Share Posted March 13, 2015 (edited) Ok, got some egg on my face.... You can export the glossiness in the Specular Color map's alpha channel in 3DC... from the textures menu or the export menu.... I even have my tool tips running but just did not hover over the specular color export function long enough to show the tool tip and I know better... Darn I hate when I do that because lots of users read this thread... Beta13A Edited March 13, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Member jdoublej Posted March 14, 2015 Member Report Share Posted March 14, 2015 Does anyone know whether its currently possible to for 3d coat's PBR painting to work with externally imported AO and curvature maps? I try importing them, and certainly they do import,..but the pbr materials dont seem to adhere to the AO or curvature (painting is not varying based off of the greyscale changes in either map). I end up having to bake AO over the entire object, which means if there is say a head band going over a character's head, there will be everytime a dark mark under the headband, and there doesn't seem to be a way to bake AO on individual objects..Also it does take a long time. Even after I have baked AO maps in xnormal (for rendering in marmoset, and other uses) I'm forced to rebake in 3d coat if I want to paint properly, and if I import a new object, I need to rebake all over again...And the same can be said for the curvature map...Is anyone else getting this problem, or is there an option or step I am missing? I know the beta isn't finished, but I wanted to inquire about this in case there is a solution available. thanks, josh Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 14, 2015 Report Share Posted March 14, 2015 Does anyone know whether its currently possible to for 3d coat's PBR painting to work with externally imported AO and curvature maps?thanks,josh Texture > import > external AO Texture > import > external curvature Mine works fine with any PBR material... may be im losing something about your request. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 14, 2015 Report Share Posted March 14, 2015 How much work would it be to just make a new paint room with PBR only workflow ? How to save out my custom pbr materials ? Post and thread related moved Hi All question related to 3DC workflow/feature request, but not to 4.5 current development / bug report have been moved to subforums: New Users 3DCoat & Feature request New Releases and Betas ty Quote Link to comment Share on other sites More sharing options...
Member jdoublej Posted March 15, 2015 Member Report Share Posted March 15, 2015 Carlosan, hey a bit that I left out of my post,..is that it seems to not work with multiple uv groups,..it will import, but it wont modulate the pbr painting after the first uv set has its ao imported... Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted March 15, 2015 Contributor Report Share Posted March 15, 2015 Andrew,Im experiencing some flickering of screen while scupting (13A,DX,GTX660) Nothing crazy ,but its very noticeable. Ortho on/off,cuda on/off or incremental render on/off does not make a difference. Its nearly constant when RS or Livecaly is used. Pure Surface mode without RS seems to make the issue much less frequent. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 15, 2015 Author Report Share Posted March 15, 2015 4.5 BETA14 - Roughness workflow completely supported in UI - Swap YZ is now better compatible with all Z - up editors. Previously Y and X axis was visually swapped. - Blurring panoramas button instantly refreshes viewport - Fixed problem of disappearing baked polygons in paint room. - freeze correctly shown in all modes - Torus primitive included - Modulators for gloss/roughness introduced in layers blending panel. 4 Quote Link to comment Share on other sites More sharing options...
Advanced Member GeneralAce55 Posted March 15, 2015 Advanced Member Report Share Posted March 15, 2015 4.5 BETA14 - Roughness workflow completely supported in UI - Swap YZ is now better compatible with all Z - up editors. Previously Y and X axis was visually swapped. - Blurring panoramas button instantly refreshes viewport - Fixed problem of disappearing baked polygons in paint room. Thank you Andrew! Will try this build out as soon as it finishes downloading Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted March 15, 2015 Contributor Report Share Posted March 15, 2015 4.5 BETA14 - Roughness workflow completely supported in UI - Swap YZ is now better compatible with all Z - up editors. Previously Y and X axis was visually swapped. - Blurring panoramas button instantly refreshes viewport - Fixed problem of disappearing baked polygons in paint room. - freeze correctly shown in all modes Many thanks, Andrew! Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 15, 2015 Author Report Share Posted March 15, 2015 MAC/LINUX builds expected tomorrow. 4 Quote Link to comment Share on other sites More sharing options...
Advanced Member Grimm Posted March 15, 2015 Advanced Member Report Share Posted March 15, 2015 Awesome!!! Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 16, 2015 Reputable Contributor Report Share Posted March 16, 2015 (edited) A big thank you Andrew for the Roughness Workflow supported in the UI now and is context sensitive in the UI on which workflow I choose. I change under Textures \ Texture export \ import workflow to the Roughness \ Metallness, the UI reflects the change in the upper tool bar and in the PBR shader editor... Also thanks for the Linux and Mac version coming soon... Edited March 16, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 16, 2015 Report Share Posted March 16, 2015 0001730: FILL tool's Fill with Freeze - preview dont work Quote Link to comment Share on other sites More sharing options...
Member fuzzzzzz Posted March 16, 2015 Member Report Share Posted March 16, 2015 look at the first post, MAC and LINUX VErsion 4.5 12B donwload links are available Quote Link to comment Share on other sites More sharing options...
Member rstralberg Posted March 16, 2015 Member Report Share Posted March 16, 2015 (edited) 4.5 on Linux. Great news. Hurray Edited March 16, 2015 by rstralberg Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 16, 2015 Author Report Share Posted March 16, 2015 4.5 B14 for MAC/LINUX expected today as well. 4 Quote Link to comment Share on other sites More sharing options...
Member 3dnv Posted March 16, 2015 Member Report Share Posted March 16, 2015 4.5 B14 for MAC/LINUX expected today as well. Thank you Andrew and 3d-coat team. Quote Link to comment Share on other sites More sharing options...
Member red2blue Posted March 16, 2015 Member Report Share Posted March 16, 2015 Ok, got some egg on my face.... You can export the glossiness in the Specular Color map's alpha channel in 3DC... from the textures menu or the export menu.... I even have my tool tips running but just did not hover over the specular color export function long enough to show the tool tip and I know better... Darn I hate when I do that because lots of users read this thread... Beta13A This is only for the Specular setup not the metallic (Unity 5), right ? I got a little problem now with the context sensitive workflow. It is a bit going back and forth. I have to switch to the specular workflow to get the specular + glosiness map. Then I have to go back to Metallic workflow to get the normal and Albedo map. That is ok, but not the fastest way. Cool would it be to define the needed output by myself. Allegorithmic did a great job here in Substance Painter. I don't want to compare a say I need it the same way, but since there are quite a few applications with different needs for maps, this is very handy. At Substance painter you can define the maps you need. Choose which one RGB, RGB+A, R+G+B,.. and just drag and drop the needed information in the appropriate channels. Simple and useful Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 16, 2015 Reputable Contributor Report Share Posted March 16, 2015 (edited) This is only for the Specular setup not the metallic (Unity 5), right ? I got a little problem now with the context sensitive workflow. It is a bit going back and forth. I have to switch to the specular workflow to get the specular + glosiness map. Then I have to go back to Metallic workflow to get the normal and Albedo map. That is ok, but not the fastest way. Cool would it be to define the needed output by myself. Allegorithmic did a great job here in Substance Painter. I don't want to compare a say I need it the same way, but since there are quite a few applications with different needs for maps, this is very handy. At Substance painter you can define the maps you need. Choose which one RGB, RGB+A, R+G+B,.. and just drag and drop the needed information in the appropriate channels. Simple and useful Painter_export.PNG Yes we need the same setup for the Unity 5 Metallic workflow in 3DC as the Specular Color Workflow. Unity 5 places the roughness \ glossiness in the alpha channel of the metallic map when using the Metallic workflow... I think once 4.5 gets out the door, that some default export functions for the two game engines would be a very good addition to the export panel... One for Unity 5 ( choosing either Specular or Metallic or both together and separate texture maps would be created) and one Unreal 4... You would not have to select the individual maps but they would be preselected using a default. Of course you would not be force to use a default so you could still export the maps as it is now done. Edited March 16, 2015 by digman 2 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 16, 2015 Reputable Contributor Report Share Posted March 16, 2015 (edited) For all you Linux users out there, Beta14 is now available... Sweet! I would imagine the Mac version is not far behind... Edited March 16, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Member Elowan Posted March 17, 2015 Member Report Share Posted March 17, 2015 hahaha - great ! Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 17, 2015 Reputable Contributor Report Share Posted March 17, 2015 (edited) Linux version 64bit non cuda ---4.5Beta14 I just tested a regular background image and my baked model became semi-transparent in the Render room... I also noticed that a baked model is not effected by the extra scene lights when using a HDR image. It appears there is some effect but not in normal fashion as you would expect an additional light to do. No problem with a sculpted model using the PBR shader in the sculpt room. You can see the shadow effects and the color of the lights on your model. Now with some PBR materials (vetex painting) you seem to loose the shadow effect... Some are more reflective than others but in a render you still should be able to cast light and color shadows on a PBR material with the extra scene lights. The above light problems still needs some more testing... When loading a new scene and choosing a voxel sphere the sphere is black till I choose a shader. This happens also when choosing a voxel primitive in the Sculpt room. Ya know I will always ask for this, can we please have Progress Bars in Linux if possible. If not possible a simple can not be done answer for Linux would be great... Edited March 17, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Member TBA3D Posted March 17, 2015 Member Report Share Posted March 17, 2015 Is the mac BETA 14 coming today ? Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted March 17, 2015 Contributor Report Share Posted March 17, 2015 Yes we need the same setup for the Unity 5 Metallic workflow in 3DC as the Specular Color Workflow. Unity 5 places the roughness \ glossiness in the alpha channel of the metallic map when using the Metallic workflow... I think once 4.5 gets out the door, that some default export functions for the two game engines would be a very good addition to the export panel... One for Unity 5 ( choosing either Specular or Metallic or both together and separate texture maps would be created) and one Unreal 4... You would not have to select the individual maps but they would be preselected using a default. Of course you would not be force to use a default so you could still export the maps as it is now done. +10000 + Marmoset Toolbag Quote Link to comment Share on other sites More sharing options...
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