Jump to content
3DCoat Forums

Scan depth altering tool can not manage concaved mesh well

Recommended Posts

  • Advanced Member

I really often see issue, when try to set bake scan depth  (inner and outer), why 3d coat can not scale normal direction correctly for Cage? :unknw:

see this pic please... I add rough concave and convext with rough sculpt and now try to bake as displacement (with normal)

It is silly sculpt, but I hope to confirm  way, to generate displacement map for imported multiple UV set character,, so I test with simple clear case,

Now I Only sculpt face UV part with surface sculpting,  then  I hope to bake displacement map.


So to bake, I need to adjust cage (inner and outer, with 3d coat offer tool) or I simply got mess up normal map and dispmap,

then I try to adjust both cage. but the cage adjust tool is really really buggy for me..

1.   It suddenly start to work, but often stop again and again, then I change strength to up 2.0 etc, but after all it often stop when I try to push in,   I can not adjust it well..

2.  I know  I only need to scale UP outer shell to  normal direction, and do reverse for inner shell,, but if I try to use Scan depth outside/inside,

it only work for simple mesh, but to adjust conplex concave and convex meshes,, it simply circulate,, so some part not shrink but extend reverse direction.even though

I try to push in shell (for inner shell)




So to adjust those reverse part, I need to use the blush again, but as I said it often stop to work. or suddenly start to deform.

then pause again.  Without this adjust ment tool work corfreclty, I do not think I can generate clean Normal map, or displacement.

I think if I can directly import export cage, (because it is actually duplicated instance of retopo room, I suppose) I may adjust both cage, in anotehr aprication.

Or please offer more reliable tool to adjust cage shape for baking...Actually just set cage for this shape, I really often need to stop and try again,

I can not believe, deform cage along with current haigh poly is so difficult,, because 3d coat offer flexible tool but it not work as I expected..


  • Thanks 1
Link to comment
Share on other sites

  • Advanced Member

Carosan thanks I now trying those,, then as you said, using snap to outer surface seems work better.

but I still see the adjustment brush suddenly stop to work...it usually when I change place to brush,, it pause to work .as if 3d coat try to circulate physics simulation ^^;

My cpu and memory is quite good (I suppose), so do not know why the cage adjustment tool often stop to work.. (no deform)

Usually it work when I cancel and re-start adjust cage,, but when I move view and change place to adjust ment detail, it suddenly stop.

I really do not konw when It start to deform, or stop again. (so usually it suddenly work again, then I often corrupt detail part):unknw:

I hope to request, so 3d coat offer many modeling tool (or at least we can manipulate each vertex,) can not we use it to adjust shell (inner/outer)?

eg shell tweak mode. >>. now we can adjust inner / outer cell with use retopo room select/transform tool.




Link to comment
Share on other sites

  • Advanced Member

And I have one question to bake displacement (not normal):mellow:

 usually when we bake displacement from High poly sculpted to target,,, I need to set target mesh sub-D as same as high poly resolution.

eg I start sculpt with sub-Devide 3 times in sculpt room (surface mode)

 then adjust more detail locally (add sub-D for specific area). then to bake displacement map, at least we may need to use 3 or 2 sub-D for bake setting

 but the problem is,, if I set sub-D as 3 when bake (generate mesh ,textures for paint room)

>> 3d coat seems can not manage high poly mesh in paint room well,, , it usually make 3d coat stop to work..

About normal map, I usually only set sub-D as 1 or 2 (So I pose my rig figure with this setting)

But when I render with detail displacement, I use adaptive sub-D (it auto set sub-D from camera distance)  or set sub-D as 3 or 4. 

 so to bake displacement for 3 times sub-D target mesh, I need to set sub-D 3times when baking displacement.. Is it right?   

if I do not set-sub D but bake it for non sub-D mesh,  usually it show these arti-fact (polygon line) in paint room...  Then I suppose if I use this displacement map,

it will show these mesh line in blender too... or there is setting not show these line but can bake disp for non sub-D (or low sub-D) mesh?





Link to comment
Share on other sites

  • Advanced Member

Ok now I could generate better disp (exr) when I  set initial sub D as 3  :) (though I may hope to set as 4 if I can,..) then could check in blender.

So the problem is "stability of cage adjustment tool (use brush type deform)" ,  to bake good clean detail  when I deform hard in sculpt room..

if there is tool which can select + move normal (plus minus) for cages, it will work better for detail adjust ment (I may use to adjust convex and concave detail area). I feel...

at current  brush deforming is difficult and not stable to adjust those detail area I feel..

About other things, (eg I can directly check how baked displacement work, in paint room with both map / and can add more detail with paint sculpture,,etc

I like those much. 

Link to comment
Share on other sites

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.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Create New...