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Andrew Shpagin

V4.5 BETA (experimental)

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Andrew, in latest release, UI color of all the value boxes is not themable any longer. So now I got dark font on dark background and it is hard to read. Any way to fix this? Prevously it was ok - see how it looked in previous builds (before beta5)- http://3d-coat.com/forum/index.php?showtopic=16870#entry114615
Dark.jpg

Edited by JoseConseco

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Little question

 

Some PBR Materials need a Ambient Occlusion Map.

If i use the normal way, Sculp, Retopo, UVs and Baking. I get a nice AO.

But if i start directly in Paint Room, the AO gets createt, but i dont get the same good result as i get if i bake it from Retopo Room.

 

Long story short, what is the correct baking option in Paint Room to get the same result as get from Baking in Retopo Room?

Any help would be nice.

Edited by Malo

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Little question

 

Some PBR Materials need a Ambient Occlusion Map.

If i use the normal way, Sculp, Retopo, UVs and Baking. I get a nice AO.

But if i start directly in Paint Room, the AO gets createt, but i dont get the same good result as i get if i bake it from Retopo Room.

 

Long story short, what is the correct baking option in Paont Room to get the same result is get from Baking in Retopo Room?

Any help would be nice.

its because its creating the occlusion from the low poly wich is not interesting for occlusion...unless in some cases when using lowpoly simple hardsurface elements,

Unfortunaltly you need to still bake from retopo but you can export map and use it anytime you want or even bake externally using another app. What I mean is anyway you do it you still need to bake from hipoly to lowpoly.

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Thanks for the reply.

 

As you say, i have a hard surface object, from Blender.

Is there a way to bake a correct AO map in 3d coat from the lowpoly?

I could bake it external, no problem, but it would be nice to know.

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Thanks for the reply.

 

As you say, i have a hard surface object, from Blender.

Is there a way to bake a correct AO map in 3d coat from the lowpoly?

I could bake it external, no problem, but it would be nice to know.

i never baked from lowpoly I dont know what best route is.... there is probably some good tutorials on the net.

Personnally I always use Xnormals but I bake from hipoly , I dont know how results looks like when baking using lowpoly mesh...anyway calculation must be pretty fast so making  a few test should not be an issue....

I also recommend looking into Knald it seems like a pretty cool app to generate Ao maps.

 

Edit:Ok,from 3DC personally I would merge to voxels to hi polyount....bake AO from paintroom to vertex paint then use  lowpoly as retopo mesh  for baking.

Advantage of this method is you can bake multiple rays/settings to different layers and choose what is really the best for your intents.

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Could the old Texture Baking tool help in some point ?

 

post-10142-0-07723800-1420908956_thumb.j

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Could the old Texture Baking tool help in some point ?

 

attachicon.gifTextureBakingTool.jpg

once the ao is baked to vertex as diffuse it can be baked to lowpoly using that tool.

But you cannot generate Ao maps from texture baking tool unfortunately....

Maybe importing to SF mode wihtout voxelisation and then bake...but I never tried it,I really dont know if Ao map is gonna look nice...

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Aomaps from surface looks nice, except from the shadown that gets generated by overhanging parts (arms of character over hips for instance).

I never understood why Andrew chose spotlights to generate ao. AO shouldn't have anything to do with lights.

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Thanks artman for the help and infos.

 

I bake now AO in Blender and send it to 3d coat.

The baking in 3d coat for PBR material is unasable as far as i see, as long as you work with Lowpoly objects only.

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Thanks artman for the help and infos.

 

I bake now AO in Blender and send it to 3d coat.

The baking in 3d coat for PBR material is unasable as far as i see, as long as you work with Lowpoly objects only.

I dont understand what you mean by "unusable" you dont need any baking with pbr materials on lowpoly,normal map is taken into account inside cavity map just using Fill tool is enough no baking needed...

 

edit:or you mean you can't get AO map for pbr material creation...thats another matter.

PBR  material themselves works really well on lowpoly meshes...there is surely a way to generate good AO using only lowpoly in 3DC. Beat seem to say it looks fine when baking it from itself in Surface mode....maybe you should try that.

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You missunderstand me.

 

Take a look into my WIPs

There are 3 new Turrets, all are Lowpoly created in Blender.

I have paintet it in Substance Painter. I only did some Normalmap stuff in 3d coat in Paint Room.

 

Now i want to do do the same in 3d Coat. So i start in PPP.

No sculpting, no retopo, no uvs and all the stuff.

I hope you understand it what i am trying to explain and to do.

 

Ok, now i want to paint over my lowpoly object.

I start with PBR Material -> Metal -> Metal_Old

 

If i click on it, a Cavitymap gets created and an AO map.

Cavity is not a big thing, but with the AO the problems begins.

 

No option of the 4 bakeoptions creates a similar map like i get if i bake a AO from Retopo Room.

That means. if i want to start in PPP, the AO baking is unusable, because of ugly or wrong calculation.

I think there is a missing option like i have in Blender, Xnormal, or Substance Designer.

 

How should i use a PBR Material like Metal_Old on a lowpoly object if i start in PPP ?

I remeber, you prefer, i have to start in Voxel Room to get nice results.

 

And if i think more about it, to start in PPP is useless, too.

Edited by Malo

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This is were I think I misunderstand is you saying pbr materials are useless when starting in ppp.....

The only thing that is not working is baking a nice ao map for lopoly.Not all pbr materials require Ao map.

Everything else works perfectly fine.

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You missunderstand me.

 

Take a look into my WIPs

There are 3 new Turrets, all are Lowpoly created in Blender.

I have paintet it in Substance Painter. I only did some Normalmap stuff in 3d coat in Paint Room.

 

Now i want to do do the same in 3d Coat. So i start in PPP.

No sculpting, no retopo, no uvs and all the stuff.

I hope you understand it what i am trying to explain and to do.

 

Ok, now i want to paint over my lowpoly object.

I start with PBR Material -> Metal -> Metal_Old

 

If i click on it, a Cavitymap gets created and an AO map.

Cavity is not a big thing, but with the AO the problems begins.

 

No option of the 4 bakeoptions creates a similar map like i get if i bake a AO from Retopo Room.

That means. if i want to start in PPP, the AO baking is unusable, because of ugly or wrong calculation.

I think there is a missing option like i have in Blender, Xnormal, or Substance Designer.

 

How should i use a PBR Material like Metal_Old on a lowpoly object if i start in PPP ?

I remeber, you prefer, i have to start in Voxel Room to get nice results.

 

And if i think more about it, to start in PPP is useless, too.

What Andrew needs to do is enable Occlusion baking to use the displaced mesh (when SHOW DISPLACED MESH is enabled in the VIEW menu). When you merge/bake to "PPP w/displacement," 3D Coat saves the baked sculpt details to a displacement map as well as a normal map. No reason the displacement mesh can't be used to bake occlusion. Just not enabled currently, for some reason.

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Also, if one starts out in the Paint room, anything you paint in the depth channel is recorded on a displacement map as well as a normal map. So, checking SHOW DISPLACED MESH (should be a toolbar toggle IMHO), actually displaces the mesh.

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@Artman

Yes, thats correct, i am sorry. If i say all materials are useless is wrong.

Only the half or more are useless. Every material that have an edge effect or dirt effect.

 

@ABNRanger

I dont think that would solve the problem.

If i start in PPP, i dont have a displacement map to bake the AO.

 

Anyway.

I see i have to start in VoxelRoom.

 

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After working a few days learning about PBR  plus starting to understand it's functions in 3DC, I would say for sure we need now more than ever a better AO calculation method in 3DC. I hope this possible before the official release of 3DCoat 4.5...

Edited by digman
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