Advanced Member Aleksey Posted October 13, 2018 Advanced Member Report Share Posted October 13, 2018 Is this the expected behaviour? Im trying to clean up some baking. essentiall i just want parts of the mesh to not see the normal map. Can anyone help? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted October 13, 2018 Report Share Posted October 13, 2018 Yes, 3dcoat dont let to paint external normal maps, is expected. Quote Link to comment Share on other sites More sharing options...
Advanced Member Aleksey Posted October 13, 2018 Author Advanced Member Report Share Posted October 13, 2018 ok, but i seem to have the same problem, right after baking the high res mesh to low poly. or is it because i bake normal map instead of displacement? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted October 14, 2018 Reputable Contributor Report Share Posted October 14, 2018 7 hours ago, Aleksey said: ok, but i seem to have the same problem, right after baking the high res mesh to low poly. or is it because i bake normal map instead of displacement? Yes. I don't know why that is. You can do some editing, but not much. I think Erasing the normal map pixels and maybe smoothing, but not additive painting on those maps. You have to create new layers to add new details. I really wish Andrew would change this. Quote Link to comment Share on other sites More sharing options...
Advanced Member Aleksey Posted October 14, 2018 Author Advanced Member Report Share Posted October 14, 2018 cool thanks! Quote Link to comment Share on other sites More sharing options...
New Member LeighT Posted October 23, 2018 New Member Report Share Posted October 23, 2018 On 10/14/2018 at 12:22 AM, Carlosan said: Yes, 3dcoat dont let to paint external normal maps, is expected. Hello! Am i new 3dCoat user, so maybe i'm not aware about some features , but i have an alike question. Ok, its not possible to edit an imported normal map. But can i convert an imported normal map to an editable depth layer? Is there a tool or plugin that could do this or it is a fundamental architectural descision and can't be bypassed in any way? Basically, my case is: I have an imported concrete surface normals from external software and i would like to paint some smooth areas on it, like plastic. But as it stands now i can only multiply a base normal layer, but not override it. Sure there are workarounds like using external software for painting those kind of details and then reimporting it back to 3dCoat, but its a very time consuming pipline. Expecially if we need to draw several channels at the same time (depth + rougness for instance). Thanks. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted October 23, 2018 Report Share Posted October 23, 2018 Hi On Normalmap[ext] Layer, change blending mode to StandardBlend, then you can edit the map as any color layer. Not the best way but sometimes as workaround it help. Quote Link to comment Share on other sites More sharing options...
New Member LeighT Posted October 23, 2018 New Member Report Share Posted October 23, 2018 5 hours ago, Carlosan said: Hi On Normalmap[ext] Layer, change blending mode to StandardBlend, then you can edit the map as any color layer. Not the best way but sometimes as workaround it help. Yes, i've tried this, but end result appears... weird. So i've done depth manually using a mask for concrete surface(basically, its a desaturated concrete texture), so now i have an "editable normal map". But i faced another issue. "Replace depth" feature seemed to me as a thing that should override depth information from layers below, but in fact i have such behaviour. (screenshots included) For some reason, only edges of the brush are ignoring depth flow lower layers.(screenshot 2) What am i doing wrong? Quote Link to comment Share on other sites More sharing options...
New Member filatovvv Posted February 6, 2022 New Member Report Share Posted February 6, 2022 It would be perfect if we could edit an existing normal map at the same time as painting in standard blend mode. For example, I have a terrain material consisting of an albedo and a normal map, and I need to change both textures at once with the brush. There is no problem with albedo - the new color overlaps the old one, but the normal map can only add depth to the old one, but not replace it. In this case, my only option is to use the texture of the new colored color as a mask for the new normal map texture, and the inverted one for the old normal map. :0 I found that only Shadermap can edit an existing normal map. I hope 3DC will be able to do this in the future as well. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.