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Ashington

Not all Layers export

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As part of my ongoing saga to paint a rock:

In the attached you can see the render from 3Dcoat on the left and the corresponding obj in Cinema 4D on the right.

Some layers are missing. The reason I know this, apart from the difference in appearance is the fact that the moss only appeared when I exported the colour map separately and overwrote the old one. I did the same for the normals and they improved too. 

The Psionics, Alien-something, official and everything else tutorials on the subject show a straight export of the obj (File>Export) - and everything works fine. Even now that the moss is appearing, it still looks wrong - it should be bulbous for a start and there's obvious detail and colour/texture layers missing from the rock.pillarRockExportA-B.PNG

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I can't really follow the video linked and the Applink simply doesn't work. I've posted a bug report on the official thread.

I also tried adding a Transform effect layer in C4D for the Colour map and I just can't get it to flip on the Y no matter what I do. 

Edited by Ashington

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3D-Coat supports three different PBR workflows:

    Gloss/Color Specular
    Gloss/Metalness
    Roughness/Metalness

If you are working PBR Metallic/Roughnes.

Cinema Version: R17

-create a new material
-open the material editor

Base color, Normal, hight

-feed the base color texture in the input in the color tab

-do the same for bump and normal in their tabs

The tricky part

-delete the legacy specular layer
-create a new GGX layer

Specular:

-feed the specular into the Layer Color texture input

Glossiness:

-under the roughness bracket create a colorizer
-feed the glossiness map into the input
-invert the map by changing the gradient to white and black

GGX

-change the GGX properties, highlighted yellow on the image. Tweak the roughness aswell

Hope this will help you

index1.png

index2.png

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1 hour ago, Carlosan said:

3D-Coat supports three different PBR workflows:

    Gloss/Color Specular
    Gloss/Metalness
    Roughness/Metalness

If you are working PBR Metallic/Roughnes.

Cinema Version: R17

-create a new material
-open the material editor

Base color, Normal, hight

-feed the base color texture in the input in the color tab

-do the same for bump and normal in their tabs

The tricky part

-delete the legacy specular layer
-create a new GGX layer

Specular:

-feed the specular into the Layer Color texture input

Glossiness:

-under the roughness bracket create a colorizer
-feed the glossiness map into the input
-invert the map by changing the gradient to white and black

GGX

-change the GGX properties, highlighted yellow on the image. Tweak the roughness aswell

Hope this will help you

index1.png

index2.png

I really appreciate this. 

Ultimately I want to import my 3DCoat works into Unreal Engine - is that a bit more straightforward?

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For UNR

use export constructor option at export

 

Export.jpg

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13 minutes ago, Carlosan said:

For UNR

use export constructor option at export

 

Export.jpg

Excellent. I did a quick export earlier to UE, without the Constructor and the UV's worked perfectly (I did them prior to painting in 3DCoat, but will also try automap in 3DC at some point). Going to put Cinema 4D to one side for a bit since this is actually working. 

I did try every type of UV flipping and mirroring UV's but nothing worked in C4D. I know sweet FA about UV'ing so I'd rather avoid the sheer frustration and just go with what works for now.

Thanks again. 

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