Advanced Member stusutcliffe Posted December 28, 2014 Advanced Member Share Posted December 28, 2014 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!) 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116457 Share on other sites More sharing options...
Member Frimasson Posted December 28, 2014 Member Share Posted December 28, 2014 In 4.5 beta 2, export diffuse color export a dimmed version of the diffuse map.Export all layers color works fine Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116465 Share on other sites More sharing options...
Advanced Member Cleitus Posted December 28, 2014 Advanced Member Share Posted December 28, 2014 (edited) 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 https://yadi.sk/i/5RckIvJIdg4Hq Edited December 28, 2014 by Cleitus Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116468 Share on other sites More sharing options...
Contributor ajz3d Posted December 29, 2014 Contributor Share Posted December 29, 2014 (edited) 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: Flat Colour: Glossiness Only: 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 December 29, 2014 by ajz3d Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116517 Share on other sites More sharing options...
Contributor artman Posted December 29, 2014 Contributor Share Posted December 29, 2014 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: smooth_shade.jpg Flat Colour: flat_colour.jpg Glossiness Only: glossiness_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. 1 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116519 Share on other sites More sharing options...
Contributor ajz3d Posted December 29, 2014 Contributor Share Posted December 29, 2014 Thank you, Artman Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116520 Share on other sites More sharing options...
Javis Posted December 29, 2014 Share Posted December 29, 2014 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. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116538 Share on other sites More sharing options...
Carlosan Posted December 29, 2014 Share Posted December 29, 2014 rename a new pbr mat tab or delete an old mat folder = trouble Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116547 Share on other sites More sharing options...
Javis Posted December 29, 2014 Share Posted December 29, 2014 rename a new pbr mat tab or delete an old mat folder = trouble Yeah, serious trouble. Don't delete or rename folders. I'll put a notice on the main post for this. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116551 Share on other sites More sharing options...
Advanced Member Tser Posted December 29, 2014 Advanced Member Share Posted December 29, 2014 How long before a Linux 4.5 version? T. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116552 Share on other sites More sharing options...
Member rstralberg Posted December 30, 2014 Member Share Posted December 30, 2014 Where did the Beta 2 go? I installed it and now its back to Beta 1. Should I revert?? Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116568 Share on other sites More sharing options...
Carlosan Posted December 30, 2014 Share Posted December 30, 2014 Windows [4.5.BETA2]:3D-Coat 32-bit3D-Coat 64-bitGoogle drive mirror Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116572 Share on other sites More sharing options...
Member rstralberg Posted December 30, 2014 Member Share Posted December 30, 2014 Thanks Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116575 Share on other sites More sharing options...
Member pior Posted December 31, 2014 Member Share Posted December 31, 2014 (edited) 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. 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 January 1, 2015 by pior Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116639 Share on other sites More sharing options...
Contributor artman Posted January 1, 2015 Contributor Share Posted January 1, 2015 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. 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..... Quote Link to comment https://3dcoat.com/forum/index.php?/topic/17076-v45-beta-experimental/page/7/#findComment-116651 Share on other sites More sharing options...
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