Contributor ajz3d Posted December 21, 2014 Contributor Share Posted December 21, 2014 Stu, you just need to apply one of the ordinary shaders to your sculpt. PBR shader will always use the envmap. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116154 Share on other sites More sharing options...
Javis Posted December 21, 2014 Share Posted December 21, 2014 Hey there folks, Glad to see 3DCoat adapting PBR. While playing around with it today I noticed a few issues. I am using the same EXR in Unity 5 (Beta 17) and also in Substance Painter and now in 3DCoat to make sure I am using the same lighting conditions to compare. While it all looks good in Unity and Substance Painter, it doesn't in 3DCoat. The lighting has an odd green touch to it and seems generally darker. Normal maps also seem very flat currently (see image). No matter what settings I have in the shader (normal map cranked up) it always looks rather flat and uninspiring compared to Substance Painter/Designer/Unity. What are the plans currently on exposing more light/rendering features in viewport? Is what I am looking at in the viewport rendered in Linear color space? Also, are there any plans for further post effects like Tone Mapping, etc? Hi Thomas! I see what you are meaning now. Twitter is so limiting with text. Sorry! Anyway, so the problem is more obvious. When you're applying your materials, it looks like the color for them is set to "modulate" (multiplies the color of the foreground color you have selected). If you don't want that to happen make sure to go into the Material Editor and turn modulate to "Replace". It's the icon next to the color layer that looks like an asterisk, replace is a turning arrow. Hopefully Andrew can answer your question about the extra lighting options. I hope for more options in the lighting department as well. 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116155 Share on other sites More sharing options...
Member Thomas P. Posted December 21, 2014 Member Share Posted December 21, 2014 (edited) Hey there Javis, Thanks for the reply! Chaning the "Modulate" to "Replace" surely did the trick color wise. Why is Modulate the standard? Should perhaps be the other way around then? The normal map still shows very flat however as you can see in my example shot below... Here are two videos that show the difference a bit more drastic (Painter vs 3DCoat) Painter: https://dl.dropboxusercontent.com/u/449179/Bugreports/DoorPainter.mp4 3DCoat: https://dl.dropboxusercontent.com/u/449179/Bugreports/Door3DCoat.mp4 Edited December 21, 2014 by Thomas P. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116156 Share on other sites More sharing options...
Contributor Tony Nemo Posted December 21, 2014 Contributor Share Posted December 21, 2014 Transform widget disappears: Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116157 Share on other sites More sharing options...
Contributor ajz3d Posted December 21, 2014 Contributor Share Posted December 21, 2014 What happened to specularity (glossiness) blending modes? I can't find them. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116158 Share on other sites More sharing options...
Member vjanomolee Posted December 21, 2014 Member Share Posted December 21, 2014 When can we expect the Mac version of 4.5? I use both PC and Mac personally, but when I teach 3D-Coat in my high school classroom its all iMac's. I was hoping to get 4.5 installed on all the machines in my lab before we return from winter break. *fingers crossed Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116159 Share on other sites More sharing options...
Javis Posted December 21, 2014 Share Posted December 21, 2014 Hey there Javis, Thanks for the reply! Chaning the "Modulate" to "Replace" surely did the trick color wise. Why is Modulate the standard? Should perhaps be the other way around then? The normal map still shows very flat however as you can see in my example shot below... I agree, replace should probably be the default. If you don't mind PMing me your 3B file, I'll be happy to take a look at what's up with the normal map later this evening. Let me know! 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116160 Share on other sites More sharing options...
Member Thomas P. Posted December 21, 2014 Member Share Posted December 21, 2014 I agree, replace should probably be the default. If you don't mind PMing me your 3B file, I'll be happy to take a look at what's up with the normal map later this evening. Let me know! I shall send you the scene. Thanks for helping/checking. On that note, I don't know how 3DCoat compresses textures if at all in viewport. Maybe that is related. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116161 Share on other sites More sharing options...
Contributor ajz3d Posted December 22, 2014 Contributor Share Posted December 22, 2014 There are some weird things happening when using Sampler Tool and Pick Color/Depth/Glossiness (v-key). Try this (using both tools) when vertex painting a sphere (apply a PBR material in the Sculpt Room first): 1. Choose pure red colour, 100% glossiness and 100% metalness. 1.1. Paint a small area. 1.2. Use Sampler Tool over it and then paint another area. Note the differences. 1.3. Use the Pick Color/Depth/Glossiness on initially painted area and lay down a brush stroke. Again, note the differences. 2. Choose pure red colour, 100% glossiness and 0% metalness. 2.1. Paint a small area. 2.2. Use Sampler Tool over it and then paint another area. Note the differences. 2.3. Do the same with Pick Color/Depth/Glossiness. 3. Repeat step 2. 3.1. Use Sampler Tool over area from point 1.1. 3.2. Paint some area and note the differences. 3.3. Repeat step 2. 3.4. Use Pick Color/Depth/Glossiness over are from point 1.1. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116165 Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 22, 2014 Reputable Contributor Share Posted December 22, 2014 I shall send you the scene. Thanks for helping/checking. On that note, I don't know how 3DCoat compresses textures if at all in viewport. Maybe that is related. I know sometimes when I import an obj directly into the Paint room, that for some odd reason, the normal map doesn't come along for the ride. Maybe that is what's happening for you? I end up having to import the NMap in separately. TEXTURES > IMPORT > Normal Map Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116166 Share on other sites More sharing options...
New Member freakmean16 Posted December 22, 2014 New Member Share Posted December 22, 2014 I dont know if this is already solved...but everytime I select the PBR materials in the popup window it just sends me to the old material window!!!Am I doing something wrong here??? Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116167 Share on other sites More sharing options...
Andrew Shpagin Posted December 22, 2014 Author Share Posted December 22, 2014 When can we expect the Mac version of 4.5? I use both PC and Mac personally, but when I teach 3D-Coat in my high school classroom its all iMac's. I was hoping to get 4.5 installed on all the machines in my lab before we return from winter break. *fingers crossed Mac/Linux versions are expected after making GL shaders. Now all shaders are DX, so only DX version works. This is main obstacle to make Mac/inux version. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116173 Share on other sites More sharing options...
Advanced Member stusutcliffe Posted December 22, 2014 Advanced Member Share Posted December 22, 2014 Stu, you just need to apply one of the ordinary shaders to your sculpt. PBR shader will always use the envmap. I was looking at a previously painted model I had made without pbr, in the paint room/ window and it was being lit by the image ,I thought I would be able to switch it off. Anyway ,I have gone back to 17d for now ,because exporting crashes all the time. Gonna have to paint my "boob armour" a different way for now...... Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116182 Share on other sites More sharing options...
Contributor Malo Posted December 22, 2014 Contributor Share Posted December 22, 2014 The most crashes during export is, if you want to overwrite files. Delete all older files and you dont get an crash on export. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116183 Share on other sites More sharing options...
Advanced Member stusutcliffe Posted December 22, 2014 Advanced Member Share Posted December 22, 2014 Thanks, but I have been making a brand new folder for my tests, so no overwriting. I did manage to get something exported but I cannot figure out how to apply my textures in Carrara to make it look like the model in 3dcoat. I think this pbr thing is designed to work for game engine type stuff....which I know nothing about. Maybe Carrara is to old now . How would one export a pbr painted model to Maya or Max? Is it possible . If someone can do that maybe I can extrapolate that method for Carrara. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/3/#findComment-116184 Share on other sites More sharing options...
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