Member syunikiso Posted November 16, 2021 Member Report Share Posted November 16, 2021 Hello! I'm trying to finish this guy again and I was thinking about using 3DCoat's Render room to generate the final output. However I don't know how to create the eye lens/refractive material and also the opacity map for the hair cards. Are these possible inside 3DCoat? If yes, how you guys do it? Thanks in advance! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 16, 2021 Report Share Posted November 16, 2021 Hi Eyes can use Glass material ? Hair cards was done in Paint Room ? You can paint transparency just by erasing on layer 0 or erasing on a layer and hiding layer 0. Related: 1 Quote Link to comment Share on other sites More sharing options...
Member syunikiso Posted November 16, 2021 Author Member Report Share Posted November 16, 2021 I can't watch it right now but I'm just passing by to say that you're a 3DCoat Ninja! 1 Quote Link to comment Share on other sites More sharing options...
Member syunikiso Posted November 18, 2021 Author Member Report Share Posted November 18, 2021 Sup! First of, thank you very much for the help. I believe I got the glass material working (and it works fine in the viewport), but when I go to the render room, it turns the eye black, but only the area with the eye color. What you guys think that it can be? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 19, 2021 Report Share Posted November 19, 2021 Paint room > Layer > Blending mode Change Standard Blend, 3DC use a general shader system. Shader surfaces cant be assigned by mesh so no glass or transparent nodes are available by Material. Quote Link to comment Share on other sites More sharing options...
Member syunikiso Posted November 21, 2021 Author Member Report Share Posted November 21, 2021 (edited) On 11/19/2021 at 7:01 AM, Carlosan said: Paint room > Layer > Blending mode Change Standard Blend, 3DC use a general shader system. Shader surfaces cant be assigned by mesh so no glass or transparent nodes are available by Material. Sorry man, I didn't get it You mean change the blend mode for any other option? It didn't seem to work, actually. What I should do exactly? The glass work when it has nothing inside the mesh, but get this black spot in the blue area of the eyeball. If I change the blending mode it will make the glass "transparent"? Edited November 21, 2021 by syunikiso Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 21, 2021 Report Share Posted November 21, 2021 Can you share the eyes and glass models to take a look ? I am testing v2021. 2 meshes from paint room. Inner have texture painted, outer nothing painted. I cant see any distortion on color applied Quote Link to comment Share on other sites More sharing options...
Member syunikiso Posted November 22, 2021 Author Member Report Share Posted November 22, 2021 Hey Carlosan, I'm using a glass material that I bought from michaelgrds, so I believe I can't share it. However, I'm leaving the link of the eye meshes here: https://www.dropbox.com/s/r1no0fzssgxcw7w/Eye.zip?dl=0 . I'm using v2021.21. Thanks in advance Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 22, 2021 Report Share Posted November 22, 2021 Using 2021.70 i cant replicate this issue, sorry Please try this project attached eye+cornea.zip 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member sprayer Posted November 22, 2021 Advanced Member Report Share Posted November 22, 2021 (edited) It looks like render engine restriction, transparent object still dropping full shadow and producing this black shadow, not sure why only on this convex shape, but you may trace this if you turn off shadow in render settings. The render engine in 3dcoat very old, i hope Andrew will bring most popular embree raytracing someday. Very like how it works in MagicaVoxel. Anyway what you trying to achieve with two mesh you may achieve with single mesh and fake a bit, you need just to add base texture and Fresnel reflection with falloff it should looks very similar. Also i am sure it is possible in node system to add reflective coating. Sorry i am not expert in 3dcoat rendering as i am using for that corona renderer in 3ds max Edited November 22, 2021 by sprayer 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member sprayer Posted November 22, 2021 Advanced Member Report Share Posted November 22, 2021 (edited) This post was recognized by Carlosan! sprayer was awarded the badge 'Great Support' and 1 points. @Carlosan He is talking about render room and this second coat ball dropping black shadow Edited November 22, 2021 by sprayer Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 22, 2021 Report Share Posted November 22, 2021 Thanks @sprayer Checking my settings, i have no shadow turned off. But cornea is not projecting shadows... Quote Link to comment Share on other sites More sharing options...
Advanced Member sprayer Posted November 22, 2021 Advanced Member Report Share Posted November 22, 2021 That's strange, i was using standard refractive shaders. I am noticed lowering opacity below 0.4 and shadow disappears, maybe this will help 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 22, 2021 Report Share Posted November 22, 2021 Ah ok, you are working on Sculpt room. I am on paint Room. 1 Quote Link to comment Share on other sites More sharing options...
Member syunikiso Posted November 22, 2021 Author Member Report Share Posted November 22, 2021 Hi guys, Thank you very much for your efforts. Using Carlosan's scene, I got these results: With "No shadow" turned off: With "No Shadows" turned on: Which is exactly what I'm trying to achieve, but then the shadows of the other objects cease to exist. Are there ways to use the "No Shadows" option just in one object in the painting room? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 22, 2021 Report Share Posted November 22, 2021 Cant assign shadows to individual meshes, it is a global parameter 1 Quote Link to comment Share on other sites More sharing options...
Member syunikiso Posted November 22, 2021 Author Member Report Share Posted November 22, 2021 Got it, I believe I'll move to Cycles or try to fake it without the glass material. Thank you very much! 1 Quote Link to comment Share on other sites More sharing options...
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