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Twitter discussion: What Andrew is currently doing.

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I think there is an early preliminary build in the Google Drive location where the Beta Builds are released. Maybe I misunderstood Andrew, but I thought he put something up to play around with, a bit until he polishes everything up. Maybe others can chime in and clarify it further.

Unfortunately I don't think there is. :(

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Unfortunately I don't think there is. :(

its called masks.rar...just extract and replace files from 3DC directory.

Its Alpha not beta so lots of stuff still in development on Andrew's side.

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Btw, in gdrive folder - there is masks.rar and materials.3dcpack. It is not beta! It is alpha or tech demo - only for those who is ready to risk! I renew it almost daily. So if you still want - download, unrar, overwrite installation folder and look. Keep backup of Docs/3D-CoatV4/patterns folder.

 

And it is not for announcements anywhere.

[edited by forum administration]

 
 

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@Pilgway Helper

 

Do you know if they planned to sell this PBR feature for the STEAM version ?

 

Marc

It will be, and it's a free update to those with V4 licenses. Remember, though, Steam only lists updates that are considered "offical" releases. Such as V4, V4.1, etc. They might update it once in a while to the latest "stable release." But for most builds, you will need to stop by this forum, on the build release page (first page in the "V4 Beta/Experimental" thread).

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post-10142-0-88999800-1418421382_thumb.j

 

post-10142-0-18571900-1418421382_thumb.j

 

//edit

The official release date of beta 4.5:

Approx in the beginning of 2015

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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.

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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.

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Construct a PBR Material

 

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Thanks Javis for this video... :drinks:

 

 

My pleasure David. I'm glad to see you here. :) Cheers!  :drinks:

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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. :-)

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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

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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.

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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 by Rebelismo

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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!

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