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V4.5 BETA (experimental)


Andrew Shpagin
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  • Advanced Member

Ta for that! It looks a bit complicated for me,but I guess once you have worked through it a couple of time it will be come clearer.

 

I figured out a Carrara way that has worked to my satisfaction.

 

I used  a Carrara metal shader with what Carrara calls  a "multichannel mixer" . Basically mix a metal layer with a paint layer with a mask ( made from the paint layer converted to gray scale/b and w)

So in reality I guess to do this I dont technically need to use PBR ,I could use any colour in Coat for my metal layer, because I would be just replacing it with Carrara Metal later. But it is nice to see what it looks like in metal whilst painting in Coat.

I used this method for my "Space Girl" picture in my gallery. I will post a close up soon. Also I "cheated" a bit by doing a "metal render layer" and using Photoshop to erase the top layer to reveal the metal underneath.( Keep it simple!)

  • Like 1
  • Advanced Member

Hello! Not sure the correct I chose the topic, but I think perhaps you should add the ability to copy a layer from one material to another. Something like this post-38043-0-39435000-1419790535_thumb.j

https://yadi.sk/i/5RckIvJIdg4Hq

Edited by Cleitus
  • Contributor

Has anyone noticed that Flat Colour and Glossiness Only view modes are pretty much useless now? They don't represent what they supposed to.

Take a look at this example:

 

Smooth Shade:

post-12523-0-03669900-1419866451_thumb.j

 

Flat Colour:

post-12523-0-06582100-1419866454_thumb.j

 

Glossiness Only:

post-12523-0-58510900-1419866456_thumb.j

 

On all three images we have:

In the upper row (counting from the left): 100% glossiness / 100% metalness and 0% glossiness / 100% metalness.

The middle row: 100% glossiness / 0% metalness and 0% glossiness / 0% metalness.

The bottom row: 50% glossiness / 100% metalness and 50% glossiness / 0% metalness.

 

First of all, Flat Colour displays black colour for areas with 100% metalness.

Then, there's almost no distinguishable difference between 100% glossiness and 50% glossiness on the Glossiness Only view.

Lastly, 100% glossiness does not appear as white, and 0% glossiness does not appear as black on the Glossiness Only view. They are all in darker or lighter grey.

Edited by ajz3d
  • Contributor

Has anyone noticed that Flat Colour and Glossiness Only view modes are pretty much useless now? They don't represent what they supposed to.

Take a look at this example:

 

Smooth Shade:

attachicon.gifsmooth_shade.jpg

 

Flat Colour:

attachicon.gifflat_colour.jpg

 

Glossiness Only:

attachicon.gifglossiness_only.jpg

 

On all three images we have:

In the upper row (counting from the left): 100% glossiness / 100% metalness and 0% glossiness / 100% metalness.

The middle row: 100% glossiness / 0% metalness and 0% glossiness / 0% metalness.

The bottom row: 50% glossiness / 100% metalness and 50% glossiness / 0% metalness.

 

First of all, Flat Colour displays black colour for areas with 100% metalness.

Then, there's almost no distinguishable difference between 100% glossiness and 50% glossiness.

Lastly, 100% glossiness does not appear as white, and 0% glossiness does not appear as black on the Glossiness Only view. They are all in darker or lighter grey.

I reported this to Andrew in my alpha testing report,hopefully a solution will appear until final build.

  • Like 1

Another bug: Moving PBR Materials from one folder to another causes them to completely vanish from 3DC. I've found no way to retrieve them. In one instance I had one resurface later (days later) for no apparent reason.

  • Member

Hi all - I just recently upgraded from V3 to V4 and I am now running V4.5 beta2 in order to evaluate the state of PBR painting.

 

However I am seem unable to setup the program to display the materials and shader properly - I am probably missing something obvious due to my lack of experience with the software.

 

The instructions read as follows :

 

"Use [Camera]->Background->Choose panoramic image

and choose any panorama from Panorama folder

Othervice PBR may be rendered incorrectly!

Use PBR shader in voxel room as well."

 
However there is no such thing as a "Choose panoramic image" menu entry ; only "choose environment map" and "use environment map" and they seem to not do anything, even when pointing to HDR_RiverRoad.exr. Moreover, the instructions mention a PBR shader in the voxel room, but I hoping to use the PBR workflow with realtime models with normalmaps, and not voxel models ... Now the new dynamic material themselves seem to react properly, detecting proper cavity and edges when applied ; but I am stuck with a realtime preview in the viewport without any reflections or advanced rendering.
 
2015-01-0100_46_04-_zpsa03211f3.jpg
 
I am running "3D-CoatDX64S.exe". I suppose that 64C means cuda and 64S means standard, but what does 64SF stand for ?
On a side note I also unpacked 
materials.3dcpack and masks.rar from the Gdrive directory - but I am not sure if this is necessary anymore with 4.5beta2.
 
In short : I would like precise, step-by-step instructions in order to fully enable PBR mode, written for someone technically savy  but not necessarily familiar with the specifics of the 3DCoat interface :) (I should also probably mention that I am familiar with PBR workflows already, coming from Substance Painter and Toolbag2.)
 
Thanks !
Edited by pior
  • Contributor

 

Hi all - I just recently upgraded from V3 to V4 and I am now running V4.5 beta2 in order to evaluate the state of PBR painting.

 

However I am seem unable to setup the program to display the materials and shader properly - I am probably missing something obvious due to my lack of experience with the software.

 

The instructions read as follows :

 

"Use [Camera]->Background->Choose panoramic image

and choose any panorama from Panorama folder

Othervice PBR may be rendered incorrectly!

Use PBR shader in voxel room as well."

 
However there is no such thing as a "Choose panoramic image" menu entry ; only "choose environment map" and "use environment map" and they seem to not do anything, even when pointing to HDR_RiverRoad.exr. Moreover, the instructions mention a PBR shader in the voxel room, but I hoping to use the PBR workflow with realtime models with normalmaps, and not voxel models ... Now the new dynamic material themselves seem to react properly, detecting proper cavity and edges when applied ; but I am stuck with a realtime preview in the viewport without any reflections or advanced rendering.
 
2015-01-0100_46_04-_zpsa03211f3.jpg
 
I am running "3D-CoatDX64S.exe". I suppose that 64C means cuda and 64S means standard, but what does 64SF stand for ?

On a side note I also unpacked 

materials.3dcpack and masks.rar from the Gdrive directory - but I am not sure if this is necessary anymore with 4.5beta2.
 
In short : I would like precise, step-by-step instructions in order to fully enable PBR mode, written for someone technically savy  but not necessarily familiar with the specifics of the 3DCoat interface :) (I should also probably mention that I am familiar with PBR workflows already, coming from Substance Painter and Toolbag2.)
 
Thanks !

 

In PPP painting (painting on lowpoly with normal map) default display shader is pbr ready, nothing needs to be chnaged there

also it seems Panorama was renamed to environment so your setup is ok there too....

 

The only thing missing is you did not enabled gloss channel (the little blackish ball beside the green color ball)

Without it you wont see either glossiness or metalness in your painting.....

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