Contributor Michaelgdrs Posted October 26, 2015 Contributor Report Share Posted October 26, 2015 Is this from the viewport? If yes how did you set up the shader? I am having issues with prince shader with 3d coat. For the inverted depth it seems that its fine on the other shoe.... Strange. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted October 26, 2015 Author Contributor Report Share Posted October 26, 2015 (edited) From the viewport? You mean Houdini's? No, no, although they added a normal map support and all, and everything looks really great now. The image to the right was rendered in Mantra at 1200x1920 (inverted Full HD) and took about 13 minutes to render IIRC. The shoes and the hoses from the files provided by Allegorithmic use a separate UV-set (material), and UVs of each boot are stacked upon each other (we could say they're mirrored). At first I was surprised that the principled shader (and probably any other shader that uses the new normal map VOP) does not support it. However upon further contemplation I came to a conclusion that stacked UVs might not have been something that was targeted by the SESI, as rendering game assets in Houdini doesn't make much sense. Edited October 26, 2015 by ajz3d 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted October 26, 2015 Contributor Report Share Posted October 26, 2015 I have the scene from SP never tested it with prince shader. Thought it was from the viewport as i try to get realtime results from it and i think i am into it and really close to what you just shown but not so clear. So you just plugged the textures in ? For example you used metallic and roughness only? (add the exported textured from SP there?) Or you used something else as well? Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted October 26, 2015 Author Contributor Report Share Posted October 26, 2015 Yes, I just plugged the textures (base color, metallic, roughness and normals) and also increased reflectivity to maximum. I'll post a viewport screenshot later. Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted October 26, 2015 Contributor Report Share Posted October 26, 2015 Ok great , same workflow i am using i just add coat shine as well and it makes a huge difference , BUT it just doesn't work with 3d coat output textures. Houdini not working , Unity 5 not working. But Unity Rust LTD ALLOY WORKS GREAT with the outputs from 3d coat. Substance painter working out of the box , same as Substance designer. Its a shame a so nice software (3d coat) to have such problems. Some times it really gives me the feeling of an incomplete software that has incredible powers but we just cant use them correctly. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted October 26, 2015 Author Contributor Report Share Posted October 26, 2015 That's odd. There's no reason for 3D-Coat's textures not working with the Principled Shader. I'll have to check this. Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted October 26, 2015 Contributor Report Share Posted October 26, 2015 Any luck with 3d coat exported textures? It doesn't work right? Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted October 26, 2015 Author Contributor Report Share Posted October 26, 2015 I'm afraid I didn't have time to test it yet. Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted October 26, 2015 Contributor Report Share Posted October 26, 2015 No worries Arthur , no worries. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted October 26, 2015 Contributor Report Share Posted October 26, 2015 Found the issue , main problem is the normals , you need to export tangest and world and then textures needs a bit of manual adjustment in photoshop. Once those are done and with the same HDR i can get it more than 95% match. Andrew must add correct auto texture exports for at least them main software's we use for production / commercial. Houdini 3ds max Maya Unity 5 Marmoset toolbag 2 Substance Painter and Designer. Its a shame to loose so much time to manually correct them to match SP outputs and render correctly. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted October 26, 2015 Contributor Report Share Posted October 26, 2015 Can someone please give some attention to this request? It only for the best of 3d coat and it concerns all users pro , indie or hobbyists. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted October 27, 2015 Report Share Posted October 27, 2015 Send any technical and support-related questions, feature requests to Andrew Shpagin atsupport@3d-coat.com 1 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted October 27, 2015 Author Contributor Report Share Posted October 27, 2015 (edited) 3D-Coat: rendered in the Render Room Houdini: I had to bump up envlight intensity to 5 to match 3D-Coat where I have primary light (envmap) set to 100%. Substance Designer: Rendered with IRay. Default envmap exposure resulted in a darker image than 3D-Coat's. I had to bump it up to 2. Unfortunately I didn't find a way to render with an alpha channel. Textures were painted and exported from 3DC (metalness/roughness workflow). Edited October 27, 2015 by ajz3d 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted October 27, 2015 Contributor Report Share Posted October 27, 2015 You see the differences right? And this is simple , 2 shiny and one mat. And it still cant get the same output , on SD its closer and feels more natural. Is it gamma? Needs Linear? Shall i adjust the textures? What adjustment? Brightness? Levels? Curves? Shall i adjust the lighting? etc etc A 2 minutes job ends up to become a half day work in the best. And once you got a working workflow , the next day it just wont work as it should (like the previous day but with different model painting). Of course , once they work its the fastest and more stable of all. 1 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted October 27, 2015 Author Contributor Report Share Posted October 27, 2015 The warm tint on the white parts of the model are the result of rendering in the Render Room. The raw viewport does not exhibit the phenomenon. However 3DC's viewport representation of the shading is still very different from what I see in SD's viewport and the renders I provided. I'll upload it in a moment. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted October 27, 2015 Contributor Report Share Posted October 27, 2015 Exactly as you say it. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted October 27, 2015 Author Contributor Report Share Posted October 27, 2015 (edited) Ok, this one is from 3D-Coats viewport. Compare it with the others: Yes, the differences are very visible. Sorry for short posts, but I'm doing, like, ten things at the same time. Crazy day. Edited October 27, 2015 by ajz3d Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted October 27, 2015 Contributor Report Share Posted October 27, 2015 Best possible outcome. Yeah with Halloween i got super busy myself , just be a bit patience and it will pass as always. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted October 30, 2015 Author Contributor Report Share Posted October 30, 2015 McDermott, W. BRDF. In: C. Damez and N. Wirrmann, eds., The Comprehensive PBR Guide by Allegorithmic. Allegorithmic, 6. The BRDF used by Substance's PBR shaders is based on Disney's "principled" reflectance model, which is based on the GGX microfacet distribution. No wonder that outputs from Substance and Houdini are almost identical. What is 3D-Coat's reflectance model based on? 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted October 30, 2015 Contributor Report Share Posted October 30, 2015 Haa i knew it!!!! I was sure 100% that they where based on the same papers. Quote Link to comment Share on other sites More sharing options...
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