Carlosan Posted December 12, 2014 Report Share Posted December 12, 2014 //edit The official release date of beta 4.5: Approx in the beginning of 2015 Quote Link to comment Share on other sites More sharing options...
Member EduardoMC Posted December 13, 2014 Member Report Share Posted December 13, 2014 TextureExport.jpg TextureImport.jpg Approx release date: In the beginning of 2015 The PBR beta or the stable release for 2015?? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 14, 2014 Reputable Contributor Report Share Posted December 14, 2014 The PBR beta or the stable release for 2015?? I think that is the official release; not the Beta builds. It's kind of like all the beta builds when Auto Retopo was first introduced. It took several builds to polish it before the full release. It think a regular beta build will be forthcoming before the end of the year. I know Andrew wanted to get it out a few weeks ago, but there are probably a number of unforeseen issues encountered, and probably some new functionality added that wasn't previously planned. To be honest...and this is just my own perspective, based on 3D Coat's development over the years...I actually like it when major new features are "cook" for a while. It means more thought is going into it, and it's probably going to be much more extensive than we first thought. This is why I wanted Andrew to take a while longer on his last attempt to refine Auto-Retopo. Because it was a bit rushed, we got a toolset that isn't very useful half the time, and can waste a lot of time trying to get good results. Sometimes, on some types of Objects, it works great. And at other times, on other objects, it's really bad, no matter what you try. With that in mind, the longer it takes for the PBR stuff to be released, the better I feel about it's usefulness and capabilities in the application. Quote Link to comment Share on other sites More sharing options...
Advanced Member ldzywsj Posted December 14, 2014 Advanced Member Report Share Posted December 14, 2014 Yes,I also hope Andrew refine Auto-Retopo,or make a semi-hand retopo system,as he had said,the Auto-Retopo tool worth be refined. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted December 14, 2014 Report Share Posted December 14, 2014 I've often wished there was a way I could do some specific retopo areas by hand and let auto-retopo fill in the rest. But back on topic I should download that material from the drive for testing. Sadly I'm really busy with a contest project until the 1st and I just realized I need to come up with a whole new scene because one scene ended up being shorter than I thought. Quote Link to comment Share on other sites More sharing options...
Javis Posted December 19, 2014 Report Share Posted December 19, 2014 Construct a PBR Material 2 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted December 20, 2014 Reputable Contributor Report Share Posted December 20, 2014 Thanks Javis for this video... Quote Link to comment Share on other sites More sharing options...
Javis Posted December 20, 2014 Report Share Posted December 20, 2014 Thanks Javis for this video... My pleasure David. I'm glad to see you here. Cheers! Quote Link to comment Share on other sites More sharing options...
Advanced Member spacepainter Posted December 20, 2014 Advanced Member Report Share Posted December 20, 2014 thanks for demo Javis, one tip: zoom in a little when showing textures. 1 Quote Link to comment Share on other sites More sharing options...
Javis Posted December 20, 2014 Report Share Posted December 20, 2014 thanks for demo Javis, one tip: zoom in a little when showing textures. Oh sure that would have been good, but I couldn't. It was impossible. There is a bug in the build I was using to record where the screen flickers while screen recording, making the program useless. Did what I could under the circumstances. :-) 1 Quote Link to comment Share on other sites More sharing options...
Member Rebelismo Posted December 23, 2014 Member Report Share Posted December 23, 2014 Construct a PBR Material Fantastic video Javis! Thank You for taking the time to make it I might have missed it somewhere, but can 3dcoat calculate cavity maps on it's own, or do we have to bring them in from other software? I know that some of the PBR materials calculate the cavity map based on the occlusion, but I haven't seen the specific tool within 3dc. Thanks! -Luke Quote Link to comment Share on other sites More sharing options...
Javis Posted December 23, 2014 Report Share Posted December 23, 2014 Hey Luke! I'm glad you found it useful. 3DC will generate a cavity map for you if you set the condition to something that needs one. If it doesn't do it right away, if you're editing a PBR Mat, save/close it, change mats, then change back to the same one you were editing seems to work. Seems a bug, but at least there's a workaround. For occlusion, 3DC can generate that for you as well, but I don't like the way 3DC generate occlusion, it doesn't look good. So when I've needed a real AO map I bake it in Modo and import it from Texture>Import>AO Map. You can also import a cavity map as well. And the cool part is, the image doesn't need to actually be a cavity or AO map, it can be anything really, so you can get some interesting effects going if you try other stuff. 1 Quote Link to comment Share on other sites More sharing options...
Member Rebelismo Posted December 24, 2014 Member Report Share Posted December 24, 2014 (edited) Hey Luke! I'm glad you found it useful. 3DC will generate a cavity map for you if you set the condition to something that needs one. If it doesn't do it right away, if you're editing a PBR Mat, save/close it, change mats, then change back to the same one you were editing seems to work. Seems a bug, but at least there's a workaround. For occlusion, 3DC can generate that for you as well, but I don't like the way 3DC generate occlusion, it doesn't look good. So when I've needed a real AO map I bake it in Modo and import it from Texture>Import>AO Map. You can also import a cavity map as well. And the cool part is, the image doesn't need to actually be a cavity or AO map, it can be anything really, so you can get some interesting effects going if you try other stuff. It worked! Thanks Very Much . There is definitely a ton of possibilities to this, and I'm glad that this has been included now. Nothing better than a program with a pleasant workflow. Edited December 24, 2014 by Rebelismo Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 24, 2014 Report Share Posted December 24, 2014 Andrew Shpagin @AndrewShpagin · Official 3d-coat's twitter open - https://twitter.com/3DCoatOfficial Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted January 2, 2015 Contributor Report Share Posted January 2, 2015 Materials painting Conditions now added to the main color/height limiter in paintroom. (so now they can be used in a paintroom layer based workflow....really usefull for ex : to paint edge wear on separate layers to go back and tweak seperate elements individually...sometimes such control is needed especialy when there is change in art direction) also view modes updated to the current pbr channels!! some more great steps toward 4.5 final build! 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 12, 2015 Report Share Posted January 12, 2015 Follow Andrew Shpagin@AndrewShpagin Fixed seams problem in ppp - colored pixels near the seam in some cases. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 12, 2015 Report Share Posted January 12, 2015 Andrew Shpagin @AndrewShpagin · 4h4 hours ago It guarantees normalmaps compatibility. 0 replies0 retweets1 favorite Reply Retweet Favorite1 More Andrew Shpagin @AndrewShpagin · 4h4 hours ago "Draw on plane" extended on Curves/Text/Snake clay 0 replies1 retweet2 favorites Reply Retweet1 Favorite2 More Andrew Shpagin @AndrewShpagin · 4h4 hours ago 3D-Coat now may import object space normal maps (with auto conversion to tangent space) 0 replies6 retweets6 favorites Reply Retweet6 Favorite6 More Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 13, 2015 Report Share Posted January 13, 2015 Andrew Shpagin @AndrewShpagin · 3h3 hours ago Hash Animation master <--> 3D-Coat applink beta test - https://www.hash.com/forums/index.php?showtopic=46804 … 0 replies2 retweets0 favorites Reply Retweet2 Favorite More Andrew Shpagin @AndrewShpagin · 6h6 hours ago Extra functionnlaity in objectify - removing small flying noise, unifying small pieces, decomposing to child volumes, sorting by size. 0 replies1 retweet0 favorites Reply Retweet1 Favorite More Andrew Shpagin @AndrewShpagin · 6h6 hours ago Seems objectify was super slow. I fixed it in beta6. Quote Link to comment Share on other sites More sharing options...
Advanced Member Alemar Posted January 13, 2015 Advanced Member Report Share Posted January 13, 2015 sorry my stupid question but where or what is " objectify" Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 13, 2015 Report Share Posted January 13, 2015 Hi “Separate Disconnected Pieces” is now “Objectify Disconnected” Quote Link to comment Share on other sites More sharing options...
Advanced Member Alemar Posted January 13, 2015 Advanced Member Report Share Posted January 13, 2015 thank you carlosan understood. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted January 13, 2015 Reputable Contributor Report Share Posted January 13, 2015 Hi “Separate Disconnected Pieces” is now “Objectify Disconnected” Objectify.jpg I would never guess what that tool does unless someone explains it. "Separate Parts" would have made so much more sense, no? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted January 13, 2015 Reputable Contributor Report Share Posted January 13, 2015 (edited) Objectify is not a common English word in the context of 3D... Yeah, I went What? too... "Separate Pieces" is very easy to understand. There is no need for the word "Disconnected" as pieces in common English usage implies that already... We would say something like, I can get rid of all those pieces as they are not needed... Edited January 13, 2015 by digman 1 Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted January 13, 2015 Report Share Posted January 13, 2015 Good point, usually when you hear "objectify" it means treating a person like an object, like the claims that men objectify women. Quote Link to comment Share on other sites More sharing options...
Advanced Member Alemar Posted January 13, 2015 Advanced Member Report Share Posted January 13, 2015 Well I agree .Separete Parts is easy to understand... if this tool is about separete parts for a imported object imported with many parts, ( this is the only way I get import objects modeled wit many parts... just with " import to separete instances " activaded in import menu and "imported without voxelization" too.other way I can´t import , always get boolean errors or crash ) the result is a layers with many childrens, and when I click the menu objectify with the mother layer activated , nothing happens... Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 13, 2015 Report Share Posted January 13, 2015 Descriptions and Language, Input Wanted ty Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 25, 2015 Report Share Posted January 25, 2015 Andrew Shpagin @AndrewShpagin · 4h 4 hours ago Longstanding problem with crashes in UV room/auomapping over nonmanifold/zero square faces solved in beta9. Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted January 25, 2015 Contributor Report Share Posted January 25, 2015 (edited) Sound nice. Edited January 25, 2015 by Malo Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 27, 2015 Report Share Posted January 27, 2015 Andrew Shpagin @AndrewShpagin · 4h4 hours ago cmiVFX & Chris Maynard released nice tutorial about 3D-Coat - https://cmivfx.com/store/627-speedtree+collections+with+3d-coat+and+houdini … Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 18, 2015 Report Share Posted February 18, 2015 (edited) Andrew Shpagin @AndrewShpagin · Undo speed on highpoly meshes improved drastically. Edited February 18, 2015 by Javis Edited BG and font color Quote Link to comment Share on other sites More sharing options...
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