Member manne3d Posted August 26, 2009 Member Report Share Posted August 26, 2009 hi! the way specular is handled in 3d coat is very confusing to me seems to be only one layer specular...i can not put one spec layer over previous layer with a darker color. it seems like i can only add...i like to be able to paint darker spec in cavitys on a separate layer. if i load a base specular texture from photoshop in 3d coat...how can i make it DARKER in 3d coat? with depth and color its consistent with the control button...i get inverse action if i have white color i get black with control..but with specular...nothing happens. i tried setting specularity slider to 0% even -100%....no darkness darken brush dont work on specular...if i only paint on spec channel, darken brush get applyed to color channel even if color channel is un-checked. i dont know how to implement better control for specular. but to me its a shame to have such a rubust and feature rich paint set and only have basic spec control. can i ask for specular color feature? how about a separate rgba per layer for spec? maybe to expensive...maybe 2 channel per layer...1.luminance 2.alpha or maybe make it so that if i have 0% specularity on my pen i get no spec...black in spec texture..overiding previous value specularity and opacity of specular in the settings for spec seems to be the same thing right now. also a specular roughness or eccentricity (specular spread), and a specular amount multiplyer on each shader would be cool and a separate inverse for the specular only would also be useful when painting with masks ect maybe i missed something and if so please tell me. how does 3d coat handle specular maps. is there one per layer or one per shader? i noticed this this in per pixel painting..maybe it works in the other modes this may seem like a negative post but i have to say im really impressed by andrew and his team..andrew is the king of coders in my book! 3d coat is a really uniqe program and i will buy it soooon the cavity painting on normalmaps..WOW really powerful new feature! bow Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 26, 2009 Report Share Posted August 26, 2009 Yes, you found weak place if i load a base specular texture from photoshop in 3d coat...how can i make it DARKER in 3d coat? With eraser. with depth and color its consistent with the control button...i get inverse action if i have white color i get black with control..but with specular...nothing happens. I can make that if depth and color disabled CTRL acts as eraser. can i ask for specular color feature? how about a separate rgba per layer for spec? maybe to expensive...maybe 2 channel per layer...1.luminance 2.alpha Possibly I will implement it. It could be done in so way: color of some layer(s) will be treated as specular/luminance (special blending mode) how does 3d coat handle specular maps. is there one per layer or one per shader? One per layer, but overall specularity is just summ of layers specularity. Quote Link to comment Share on other sites More sharing options...
Member manne3d Posted August 26, 2009 Author Member Report Share Posted August 26, 2009 ----------------- -With eraser. - ----------------- ahhh i see, i did not think of that!! ---------------------------------------------------------------------------- -I can make that if depth and color disabled CTRL acts as eraser.- ---------------------------------------------------------------------------- i think a cleaner thing to do would be to invert the "specularity %"value when CTRL is pressed...question, is the "specularity %" the amount of luminance? if i have 0% i paint black, but because of ADD mode nothing gets added? if so, then a fast fix could be to change the blend mode on spec from ADD to OVERLAY or similar...all values over a "specularity %" of 50% same as before ADD mode....anything under 50% gets MULTIPLY..problem with blendmodes is stuff from other layers shine through...some times you want to completly replace the spec..and then via layer settings tab fade out or use blendmodes. problems might occur with scene backward combability. but a better solution yet would be to let the "opacity of specularity %" drive a alpha channel and let the "specularity %" drive a black and white channel, or color channel if you choose to implement specular color. also in the layer settings there is already depth and color opacity...if you implement spec opacity and blendmode options too..it could default to ADD and have backwards compability too. ok now i will find a strong place retopo tools are FANTASTIC! among many many other. thanks for your fast answer and congratz on V3.1! Quote Link to comment Share on other sites More sharing options...
Member Heath_3d Posted January 13, 2012 Member Report Share Posted January 13, 2012 Possibly I will implement it. It could be done in so way: color of some layer(s) will be treated as specular/luminance (special blending mode) This would be fantastic, a major issue a lot of game artists have with 3d-coat is it's lack of colour spec maps support. Quote Link to comment Share on other sites More sharing options...
Member biotron Posted January 13, 2012 Member Report Share Posted January 13, 2012 This would be fantastic, a major issue a lot of game artists have with 3d-coat is it's lack of colour spec maps support. Yes, please add this feature. It would be very useful to have color spec maps for the game development community. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 25, 2012 Report Share Posted November 25, 2012 Possibly I will implement it. It could be done in so way: color of some layer(s) will be treated as specular/luminance (special blending mode) Andrew (administrator)2014-01-30 18:06 Ok, implemented in 4.1 Quote Link to comment Share on other sites More sharing options...
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