Jump to content
3DCoat Forums

V4.5 BETA (experimental)


Andrew Shpagin
 Share

Recommended Posts

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.

  • Like 1
  • Member

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

post-817-0-14091900-1419202008_thumb.png

Edited by Thomas P.
  • Member

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

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!

  • Like 1
  • Member

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.

  • Contributor

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.

  • Reputable Contributor

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

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.

  • Advanced Member

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......

  • Advanced Member

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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...