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maddam

Only Metalness or glossiness while painting

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Not yet, but I believe Andrew mentioned about separating the two things at some point.

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I need this separation to happen too. Badly.

Just yesterday I had to correct some textures, because I realized that at one point I must had painted a 100% metalness on a non-metallic surface. It wasn't easy nor pleasant to accomplish this task.

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Do mean, like an turning one off so you do not paint it by mistake. similar to how we can disable depth, color and gloss by clicking on the icons....

I do not quite understand here because with metal, glossiness / roughness controls how rough or smooth the micro-faceted nature of the surface is.

A non metal would have no metal input and the glossiness / roughness also then controls whether the object is more plastic in nature. 

 

What I mean by no input for a non metal is that metalness would be set to "0" for the glossiness workflow and for the roughness workflow in 3DC.

post-518-0-84966400-1430233551_thumb.png

Edited by digman

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Yes, something like this 3DC_MetalnessChannel_zpstfgxzojq.jpg

 

Glossiness/Roughness should be separate channel to Metalness.  The 3 things are not synonymous.

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Yes, something like this 3DC_MetalnessChannel_zpstfgxzojq.jpg

 

Glossiness/Roughness should be separate channel to Metalness.  The 3 things are not synonymous.

That is what I thought was mean't and it does make sense as depth, color and gloss have their separate channels. Right now if you forget to set the metalness channel for a non metal correctly then it is a big opps and ouch...  

Edited by digman

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Is 4 material spheres enough to give people all the control they want?

 

Color/Albedo

Normal/Bump

Roughness/Gloss

Specular

Metalness

Emissive

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I just use a new layer and set the opacity to zero for the attribute/s I want to get rid of. Once it's all exported it's the same end result.

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Is 4 material spheres enough to give people all the control they want?

 

Color/Albedo

Normal/Bump

Roughness/Gloss

Specular

Metalness

Emissive

 

 

This could get messy very quickly.  I do agree with your sentiment however..

 

Emissive I think is a layer blending mode no?

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Metalness and Specular are two different ways of working (except in the case of abnormal materials which need their refraction index adjusted, but that's so rare as to be negligable) so you'd never need both icons at the same time.

 

Emmisive is a layer blending mode.

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On 4/28/2015 at 4:02 PM, ajz3d said:

I need this separation to happen too. Badly.

Just yesterday I had to correct some textures, because I realized that at one point I must had painted a 100% metalness on a non-metallic surface. It wasn't easy nor pleasant to accomplish this task.

Paint both on one layer. Then duplicate this layer. And adjust these two identical layers Roughness and Metal Opacity. One layer will be roughness 100 Metalness 0. Ther other the opposite. I don't know why you did the job twice. When it was actually already finished. Sure separating both would be great. And I wait for this option for more than 2 years. But still, duplicate your layer and change Rough/Metal opacity takes 10 seconds and does the same ;) 

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This is a workaround and becomes cumbersome with many layers and over time.

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