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Andrew Shpagin

V4.5 BETA (experimental)

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It isn't a bug. Stencils have never had that functionality....although I have asked Andrew for it repeatedly.

 

 

That's incorrect, they did have that functionality. It is broken, and has been broken for some time. I reported this to Andrew a long time ago.

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That's incorrect, they did have that functionality. It is broken, and has been broken for some time. I reported this to Andrew a long time ago.

You are wrong. It hasn't had that functionality FOR YEARS. I know cause I have asked Andrew personally multiple times for it. Only materials had it.

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Let me re-phrase that....MASKS (now called STENCILS) NEVER HAD the options available in the MORE section of Preview Options Panel. I explained to Andrew repeatedly that we needed it to adjust the brightness and contrast like we can with the MATERIALS pallet. It has fallen on deaf ears, thus far.

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We also need the ability to turn Tiling off with Stencils, like we can with Smart Materials. This is part of what I was saying about inconsistency between like tools, throughout 3D Coat. FFD lattices in the Pose tool don't have the same ability to add an arbitrary number of control points, like one has in the Primitives tool. The TRANSFORM gizmos in the Sculpt and Retopo Room are drastically different than the old ones in the Tweak Room.

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Sorry but... its a bug or feature request ?

i need to confirm the status in Mantis

 

ty in advance

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Sorry but... its a bug or feature request ?

i need to confirm the status in Mantis

 

ty in advance

Should be a feature request

....thanks. :good:

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AO calculation in newest beta often produces extremely splotchy, unusable result:

 

 

What could be the reason?

Could you try to scale your model up and bake AO again for the test, please?

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Can you please make brush rotation stored PER BRUSH and not global ?? 

 

additional request bring the brush system closer to the feel and customizational abilities of photoshop. 

Edited by Boonta

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Sorry but... its a bug or feature request ?

i need to confirm the status in Mantis

 

ty in advance

 

Considering it's a broken feature, it's a bug. Don doesn't recall correctly. Not sure why he's making such a big deal about it.  :crazy:

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Can you please make brush rotation stored PER BRUSH and not global ?? 

 

additional request bring the brush system closer to the feel and customizational abilities of photoshop. 

You can store the brush rotation angle already in the presets.

 

It is a good way to store the rotation global, as long as you don't save your brush. This is not photoshop but works more flexible.

There is a difference between the "Alphas" tab and the Presets window. The alphas store just the brush tip image, NOT the brush options!

Just for understanding. Don't interchange this please.

 

The different brushes you know from photoshop are actually stored in the Presets window in 3D-Coat. In 3D-Coat you have the additional functionality to change the brush tip on the fly by selecting a different alpha image in the "Alphas" tab. After an Alpha selection you get a new brush tip but don't loose your individual brush options. And if you like your selected brush, you can save it in the Presets window for every day use.

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AO calculation in newest beta often produces extremely splotchy, unusable result:

 

splotchy.png

 

What could be the reason?

Please send model to support@3d-coat.com and to AO programmer - carrots@v7.net.ua

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I tested on both 4.0 and 4.1 and neither work....just. like. I. said. However, I stumbled upon a hack/trick to make it work! Click on a Smart Material > click on the MORE button in the Preview Options panel. Leave it open. Now, click on a Stencil, and magically the MORE button stays open. Nevertheless, this needs to be fixed, as it is important in some cases, to adjust the brightness or contrast.

 

4.0

 

https://vimeo.com/134352514

 

4.1

 

https://vimeo.com/134354919

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You can store the brush rotation angle already in the presets.

 

It is a good way to store the rotation global, as long as you don't save your brush. This is not photoshop but works more flexible.

There is a difference between the "Alphas" tab and the Presets window. The alphas store just the brush tip image, NOT the brush options!

Just for understanding. Don't interchange this please.

 

The different brushes you know from photoshop are actually stored in the Presets window in 3D-Coat. In 3D-Coat you have the additional functionality to change the brush tip on the fly by selecting a different alpha image in the "Alphas" tab. After an Alpha selection you get a new brush tip but don't loose your individual brush options. And if you like your selected brush, you can save it in the Presets window for every day use.

ohhh interesting... ill check this out. i think ive been coming at the brushes totally from the wrong perspective. it was weird though how 99% of the options were tied to the alpha except for rotation. 

 

i still feel there are certain options that photoshop has for brushes that could be nice to see in 3d coats paintroom brushes. photoshop defiantly has a nicer "feel" + a few advanced features for its brush toolset.

 

dual brush

texture

advanced shape dynamics (angle jitter for example doesnt work as nicely as in photoshop. its to random and at 0% variation no effect is made via pressure of the pen no where near as nice of a flow )

etc.

 

 

etc

Edited by Boonta

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Out of some head butting we get a work around for the stencils and hopefully we get it as a feature...  ;)  ;)

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I think proxy reduction is a great thing...the main issue (besides exploding if you use the scratches tools) is that decimation doesn't faithfully propagate back up to the original sculpt whatever sculpting you do in that mode generally gets washed out too much...so 'reduction' is a better option,..the only problem with that is that 2x is often still too low poly for most things other than macro changes...and it doesn't take into account whatever tessellation happens from remove stretching or live clay...if this aspect of 3d coat can be improved to account for these issues...i think it would be a HUGE upgrade,..i think everyone who loves subdivisions in zbrush would find a lot of interest in this.  I know this is probably a tough thing to work on; perhaps a good compromise would be to allow for reduction options less than 2x, like 1.2, etc....I'm not a programmer I dont know if this is even possible,..but if it is that would be great.

 

thanks,

 

-Josh

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Andrew, any vague ETA (even in months) when the SSS will be supported in 3dcoat ?

I'm currently waiting for that to resume work on the software, so far I'm forced to use a competitor product and I miss the flexibility of freeform sculpting...

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Hey man!

 

 

I'm not sure when it will happen exactly. Based on what Andrew is working on right now (which will take approx. 2-3 months), I'm estimating it'll happen after that. But you know Andrew, it could happen before that. :)

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Andrew, any vague ETA (even in months) when the SSS will be supported in 3dcoat ?

I'm currently waiting for that to resume work on the software, so far I'm forced to use a competitor product and I miss the flexibility of freeform sculpting...

I've been wondering about that, too. In fact, I've been waiting to do any PBR videos until this is added, because the feature set isn't really complete without SSS. Glass/translucent material or viewport shader (like in the Sculpt Room) would be helpful, as well, so it's easier to visualize the model in the viewport, and then paint scraches, grunge or Opacity maps (tons of broken shattered glass brushes or stencils out there).

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I've been wondering about that, too. In fact, I've been waiting to do any PBR videos until this is added, because the feature set isn't really complete without SSS. 

There is no SSS shader in Substance Painter and its still leading the pbr painting market at this moment....

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There is no SSS shader in Substance Painter and its still leading the pbr painting market at this moment....

And that's why I hate Allegorithmic, even if I have friends working there: all their tools are geared toward human made materials. And it sucks.

All they have to show is hard surface textures and procedural concrete-like texture :/

Sure they do it well, but it seems this generation of games is all about super shiny chromy metals...

Reminds me of the overdone specular days back when normal mapping was being adopted by the industry...

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And that's why I hate Allegorithmic, even if I have friends working there: all their tools are geared toward human made materials. And it sucks.

All they have to show is hard surface textures and procedural concrete-like texture :/

Sure they do it well, but it seems this generation of games is all about super shiny chromy metals...

Reminds me of the overdone specular days back when normal mapping was being adopted by the industry...

I dont understand ; if you want non-human made materials just make some....the app whether its coat or SP just allow you to paint realtime on a physically based shader.....you can make candy,leather,plastics ...nobody is forcing you to make chromy metals or concrete like materials.

What Im trying to say is that its ultimately you the painter/artist who is feeding your channels with values/samples and define materials...

(unless you rely on the software libraries)

 

Im looking foward to SSS too, but Im not "waiting" for it...maybe its because I really just use it for skin and haven't got any need for wax-like materials yet...

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I dont understand ; if you want non-human made materials just make some....the app whether its coat or SP just allow you to paint realtime on a physically based shader.....you can make candy,leather,plastics ...nobody is forcing you to make chromy metals or concrete like materials.

What Im trying to say is that its ultimately you the painter/artist who is feeding your channels with values/samples and define materials...

(unless you rely on the software libraries)

 

Im looking foward to SSS too, but Im not "waiting" for it...maybe its because I really just use it for skin and haven't got any need for wax-like materials yet...

I think your summarized the issue in your last line.

You need sss everywhere that isn't full solid with large thickness.

Think clothes, skin. If you do character, pbr only is usefull for accessories.  :/

 

OFC, I can sculpt without it. Not a problem, but if I want to do an accurate portrait, SSS helps a long way... I can approximate depth much easier for instance.

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You need sss everywhere that isn't full solid with large thickness.

Think clothes, skin. If you do character, pbr only is usefull for accessories.  :/

I use mainly PBR for clothes(most fabrics ,leathers ect.. ) ...very rarely have I seen people using SSS for clothings.

Maybe its because I use mostly Unreal4 and you use different engine...

 

Anyway,an ETA on it would still be cool...maybe its something more planned for V5....

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