Reputable Contributor AbnRanger Posted May 22, 2014 Reputable Contributor Share Posted May 22, 2014 awesome!! hope its compatible with Freeze andwill be able to save/load noisespresets . And have an extensive list of procedural noise types. Skin/Pores, Reptile scales/skin, Wood grain/Bark, Cloth, Rock/brick, etc. 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted May 22, 2014 Reputable Contributor Share Posted May 22, 2014 Maybe adding Bercon Maps...great set of procedural texture maps for 3ds Max, could be one major addition. It's now Open Source, so Andrew could take advantage of that? http://www.ylilammi.com/2013/09/berconmaps/ Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 22, 2014 Share Posted June 22, 2014 Working over radial symmetr. Already works in voxels - http://bit.ly/1sttDdU 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 24, 2014 Share Posted June 24, 2014 Andrew Shpagin @AndrewShpagin Axial (and other kinds of symmetry: mirrors, axial+mirrors) symmetry supported in all tools in voxel room now. Next step - paint room. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 4, 2014 Share Posted July 4, 2014 Andrew Shpagin @AndrewShpagin · Jun 29 New symmetry already works in paint room as well. --------------------------------------------------------------- Andrew Shpagin @AndrewShpagin · Jul 1 Tweak room work with symmetry as well. Retopo room remains to be adopted to new symmetry. Most complex one. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 9, 2014 Share Posted July 9, 2014 Andrew Shpagin @AndrewShpagin · 7h Support of general symmetry done for all rooms. Making final cleanup. 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted July 9, 2014 Advanced Member Share Posted July 9, 2014 Awesome! 1 Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted July 10, 2014 Contributor Share Posted July 10, 2014 Wonderful! Quote Link to comment Share on other sites More sharing options...
Member matty686 Posted July 12, 2014 Member Share Posted July 12, 2014 yay 3d coat is complete now Quote Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted July 12, 2014 Advanced Member Share Posted July 12, 2014 It's hard to be patient sometimes...I'm already thinking of the things I'll be able to do. I have an octopus character that I want to sculpt. I want to try this out and see how it would work. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 22, 2014 Share Posted July 22, 2014 Andrew Shpagin @AndrewShpagin · Presets and primitives history support new symmetry as well. Symmetry finished in good beta state. Will do build soon. Andrew Shpagin @AndrewShpagin · New general symmetry works per volume - each volume may have own symmetry. It is kept during transforms. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted September 23, 2014 Share Posted September 23, 2014 Andrew Shpagin @AndrewShpagin · 2h Started to work over adaptng to physical based rendering pipeline (gloss/metalness). Colored specular/gloss pipeline will be supported too. 5 Quote Link to comment Share on other sites More sharing options...
Advanced Member GeneralAce55 Posted September 23, 2014 Advanced Member Share Posted September 23, 2014 Andrew Shpagin @AndrewShpagin · 2h Started to work over adaptng to physical based rendering pipeline (gloss/metalness). Colored specular/gloss pipeline will be supported too. Would someone mind explaining in a practical workflow application what this addition will do for us please? I'm not sure I fully understand the terminology and workflow he's suggesting? Thank you! Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted September 23, 2014 Contributor Share Posted September 23, 2014 Gloss/metalness? You mean roughness/metallnes or is gloss/metal something different. Anyway, this is awesome. Quote Link to comment Share on other sites More sharing options...
Javis Posted September 23, 2014 Share Posted September 23, 2014 Would someone mind explaining in a practical workflow application what this addition will do for us please? I'm not sure I fully understand the terminology and workflow he's suggesting? Thank you! The short version is basically with a PBR supporting engine (almost all modern 3D game engines), what you see in 3DC is what you get in your game engine. It cuts down a lot of time trying to get the dead accurate look between applications. It's a pipeline standardization amongst a number of tools; dDo, Substance, Unreal Engine, Unity, Toolbag, etc.. Gloss/metalness? You mean roughness/metallnes or is gloss/metal something different. Anyway, this is awesome. I'm sure that's what he meant. If it's only a typo (and somehow makes it way into 3DC), I'll fix it. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted September 23, 2014 Contributor Share Posted September 23, 2014 (edited) Would someone mind explaining in a practical workflow application what this addition will do for us please? I'm not sure I fully understand the terminology and workflow he's suggesting? Thank you! As Javis say, thats the best workflow for games. But if you dont want to do some stuff for games, you could use it for realy nice production shots. In short it is a nice tuneup for the Render Room, too. Edited September 23, 2014 by Malo 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member GeneralAce55 Posted September 23, 2014 Advanced Member Share Posted September 23, 2014 The short version is basically with a PBR supporting engine (almost all modern 3D game engines), what you see in 3DC is what you get in your game engine. It cuts down a lot of time trying to get the dead accurate look between applications. It's a pipeline standardization amongst a number of tools; dDo, Substance, Unreal Engine, Unity, Toolbag, etc.. I'm sure that's what he meant. If it's only a typo (and somehow makes it way into 3DC), I'll fix it. As Javis say, thats the best workflow for games. But if you dont want to do some stuff for games, you could use it for realy nice production shots. In short it is a nice tuneup for the Render Room, too. Thanks guys for the info! Since most of what I use 3d-Coat for is video game production, that is absolutely fantastic news to me! Thanks again for the clarification :cheers Quote Link to comment Share on other sites More sharing options...
Carlosan Posted September 23, 2014 Share Posted September 23, 2014 @PuppetMasterNet 4h can you start with metalness workflow instead of reflectance that would make it compatible with UE4 ? @PuppetMasterNet It will support metalness from UE4 Quote Link to comment Share on other sites More sharing options...
Member fuzzzzzz Posted September 24, 2014 Member Share Posted September 24, 2014 i was really excited to read that thx for quoting my tweet Carlosan ( nice new avatar hehe) Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted September 24, 2014 Contributor Share Posted September 24, 2014 Wow, I can't wait to see this! Quote Link to comment Share on other sites More sharing options...
Advanced Member popwfx Posted September 24, 2014 Advanced Member Share Posted September 24, 2014 (edited) The short version is basically with a PBR supporting engine (almost all modern 3D game engines), what you see in 3DC is what you get in your game engine. It cuts down a lot of time trying to get the dead accurate look between applications. It's a pipeline standardization amongst a number of tools; dDo, Substance, Unreal Engine, Unity, Toolbag, etc.. I'm sure that's what he meant. If it's only a typo (and somehow makes it way into 3DC), I'll fix it. Aren't there different PBR implementations in each program (although in theory, physically based rendering should be the same everywhere)? So how practical is it to do PBR in 3DC, and bring that asset over to Unity (which PBR isn't around until the yet to be released v5 right?) or whereever and have it look identical to how it looks in 3DC when you paint/texture it? Is it practical? Will there be implementation issues that would be analogous to "cross-browser compatibility hell" for web developers? Or is this a seamless thing among all apps once implemented? Edited September 24, 2014 by popwfx Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted September 24, 2014 Contributor Share Posted September 24, 2014 There are two main categories Metallness and Roughness maps or Specular and Glossy maps Each categorie is handled different. You cant work with Specular/Glossy maps in a Metall/Rough application. The only problem is the BRDF Shader in the app you would use your maps. It could be the same problem that we have now with Normalmaps. Each App could handle it different. Quote Link to comment Share on other sites More sharing options...
Javis Posted September 24, 2014 Share Posted September 24, 2014 And a number of applications make their parameters known so other developers can make their tools work with other tools with presets. dDo is a great example of that. Quote Link to comment Share on other sites More sharing options...
Member fuzzzzzz Posted September 24, 2014 Member Share Posted September 24, 2014 (edited) There is two challenges for andrew Imaging that andrew start to develop the metalness workflow instead of the reflectance one. metalness : metallic color are stored on the albedo map reflectance : metallic color are stored on the specular color map how to swap those data , maybe directly separate all this and configure the output to fit metalness or reflectance workfow? the second challenge: Roughness and Glossiness are not exactly identique the purpose of the pbr rendring is about the reproduce a material and all the subtleties so when you set your material into ue4 using a roughness map or a glossiness map with cryengine, the the material shoudl have "the same" appearence. but that would not be the case, we can invert the grayscaled map but that would not give the proper rendering into one of the two engine i d mentionned. Sure this is the artist that will be judge to how the roughmap or the glossmap should be painted. But that was something important to mention nor allegorithimic neither than quixel provide a converter, it seems that is more about what the artist consider as aesthetic details. Malo : UE4 use a post process to handle how the light should affect the final render. but alos ue4 is shipped with th full source code so its easy to learn from the source how they made it. Edited September 24, 2014 by fuzzzzzz Quote Link to comment Share on other sites More sharing options...
Carlosan Posted September 24, 2014 Share Posted September 24, 2014 PBR is just the lighting, its just reading from a collection of maps, or map channels. The image maps will be the same for PBR and non PBR. ---------------------------------- 1st challenge: Keep 2 renderengine types actual and PBR -------------------- Take a look substance designer new project option, like example: ------------------------------ The biggest difference of a physically based model compared to other older game models is the use of specular. While a specular mask was often used to vary the intensity of specular highlights over a surface, the specular color is a physical value now which is constant for a single type of material. To get variation in the highlights, a gloss map should be used instead. Gloss is more powerful than the traditional specular mask, as gloss influences not only the brightness of a highlight but also it's size and the sharpness of environmental reflections. Quote Link to comment Share on other sites More sharing options...
Member fuzzzzzz Posted October 13, 2014 Member Share Posted October 13, 2014 @AndrewShpagin Still working over PBR. Already done it for all paint methods (mv, ppp. prtex, vertex). What is rest - baking + export + better materials It is completely commpartible wit Marmoset toolbag 2 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Denis Posted October 13, 2014 Advanced Member Share Posted October 13, 2014 This is really exiting! Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted October 13, 2014 Contributor Share Posted October 13, 2014 wow.. even in vertex painting ...now thats gonna be invaluable help for doing preliminary texturing/shader tests. I just hope all channels will be thoroughly implemented across the painting tools (fill tool,textured stencils ect...) Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted October 13, 2014 Contributor Share Posted October 13, 2014 First Pbr preview. @AndrewShpagin Found exapmle of PBR rendering & painting in 3D-Coat (by Cryunreal) It was not completely painted i 3D-Coat, but it is demonstration of how PBR works in viewport. 2 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted October 13, 2014 Contributor Share Posted October 13, 2014 Lovely! I can' wait to see this in action. Quote Link to comment Share on other sites More sharing options...
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