Member fuzzzzzz Posted October 13, 2014 Member Share Posted October 13, 2014 thx for sharing this screen capture Andrew. it makes me think that it would be nice to have a post process effect that improve the antialiasing. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted October 13, 2014 Reputable Contributor Share Posted October 13, 2014 I hope Sub-Surface Scattering (SSS) is part of the materials/shaders. Could really, really use that! Oh, and I've already asked Andrew to add Bercon Maps to both the Fill tool (among it's default procedural noise patterns/maps) and default material (procedural) maps. http://www.ylilammi.com/2013/09/berconmaps/ Mantis Request: http://3d-coat.com/mantis/view.php?id=1649 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted October 13, 2014 Reputable Contributor Share Posted October 13, 2014 ...BTW, he hasn't said whether he will add them or not, so adding some support for it could only help Quote Link to comment Share on other sites More sharing options...
Javis Posted October 13, 2014 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. Very cool. Quote Link to comment Share on other sites More sharing options...
Javis Posted October 13, 2014 Share Posted October 13, 2014 thx for sharing this screen capture Andrew. it makes me think that it would be nice to have a post process effect that improve the antialiasing. I'm sure he'll add some post effects once the basics are there. So far, the next build is looking pretty amazing. Looking forward to seeing it finished. Quote Link to comment Share on other sites More sharing options...
PolyHertz Posted October 14, 2014 Share Posted October 14, 2014 (edited) Viewport is looking ace. Procedural materials sounds nice, but I'd rather we get the PS-style masks issue sorted first. If procedural masks can be used with procedural materials something equivalent to DDO in 3DC should become possible too. A particle brush system like found in Substance Painter would also be very useful. Edited October 14, 2014 by PolyHertz Quote Link to comment Share on other sites More sharing options...
Advanced Member popwfx Posted October 14, 2014 Advanced Member Share Posted October 14, 2014 (edited) Is 3DC's pbr going to be bakeable to maps at all? Or alternatively, can its pbr be exported to Unity's pbr? I have no idea if these shaders or whatever are implemented differently by different apps or if it's the same in anything that claims to do pbr... Can someone please shed some light on this for me? (no pun intended) Edited October 14, 2014 by popwfx Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted October 14, 2014 Contributor Share Posted October 14, 2014 Nice Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted October 14, 2014 Reputable Contributor Share Posted October 14, 2014 Viewport is looking ace. Procedural materials sounds nice, but I'd rather we get the PS-style masks issue sorted first. If procedural masks can be used with procedural materials something equivalent to DDO in 3DC should become possible too. A particle brush system like found in Substance Painter would also be very useful. While I would like to see layer masks directly on the layer itself, the way it works in 3D Coat is practically identical to the way it works in PS. It's practically two different layers in PS, as evidenced in the two different thumbnails. You click on the chain link icon to link or unlink the two. That's pretty much what you have with layer masks in 3DC...they just aren't stack on top of one another on a single layer. So, with that being the case, I'm not too worried about that being visited until higher priority features are done. Again, you HAVE layer masks in 3D Coat, and they do work very similar to how it works in PS...just not exactly. And for that reason alone, it's not exactly an urgent need, IMHO. Having more extensive Procedural maps added to the PBR materials and Fill tool is not a major development effort. It's merely adding a library of maps to what is already in 3D Coat. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted October 14, 2014 Reputable Contributor Share Posted October 14, 2014 Is 3DC's pbr going to be bakeable to maps at all? Or alternatively, can its pbr be exported to Unity's pbr? I have no idea if these shaders or whatever are implemented differently by different apps or if it's the same in anything that claims to do pbr... Can someone please shed some light on this for me? (no pun intended) I think that is the aim. PBR doesn't make a lot of sense if it's only usable in 3D Coat. The whole concept is to see what the materials will look like in a game engine or another PBR rendering engine, like Marmoset 1 Quote Link to comment Share on other sites More sharing options...
PolyHertz Posted October 14, 2014 Share Posted October 14, 2014 Yea I understand their similarities, but the fact remains that masks are not transferable between apps which hinders the workflow. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted October 14, 2014 Share Posted October 14, 2014 ͛͠͝͡ʹ @BeatKitano 21h21 hours ago @AndrewShpagin Ca we get that quality while sculpting ? :> Reply Retweet Favorite More Andrew Shpagin @AndrewShpagin 21h21 hours ago @BeatKitano Yes! But for completion you will need to apply material in paint room. Materials are still in development. Quote Link to comment Share on other sites More sharing options...
Javis Posted October 14, 2014 Share Posted October 14, 2014 Yea I understand their similarities, but the fact remains that masks are not transferable between apps which hinders the workflow. Indeed. This is because 3DC doesn't have layer masks, rather clip masks, just like PS. That is why I renamed them to clip masks. If we had actual layer masks, they would most likely be transferable. Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted October 18, 2014 Contributor Share Posted October 18, 2014 Andrew Shpagin @AndrewShpagin Example of new-gen materials in 3d-coat (painted in couple of clicks with fill) - http://pilgway.com/files/IMG_18102014_121315.png The material & mode designed by Davyd Cryunreal 1 Quote Link to comment Share on other sites More sharing options...
Javis Posted October 18, 2014 Share Posted October 18, 2014 That's freakin' cool. Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted October 18, 2014 Contributor Share Posted October 18, 2014 Question though Andrew: How are you gonna make every pbr param stay in the top bar without making it a mess ? I'm worried, a panel wouldn't be in order ? Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted October 18, 2014 Share Posted October 18, 2014 Question though Andrew: How are you gonna make every pbr param stay in the top bar without making it a mess ? I'm worried, a panel wouldn't be in order ? There is just one additional parameter - Metallness. It is enough for all effects. Generally you may export in old style - diffuse + specular color and get same result in non-pbr renders. 1 Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted October 18, 2014 Contributor Share Posted October 18, 2014 It's only the begining right ? You plan on adding screenspace sss ? Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted October 18, 2014 Share Posted October 18, 2014 It's only the begining right ? You plan on adding screenspace sss ?I plan, and it is easy in voxels. A bit harder for ppp. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted October 18, 2014 Reputable Contributor Share Posted October 18, 2014 It's only the begining right ? You plan on adding screenspace sss ? +1. Need some SSS functionality in the materials. 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted October 18, 2014 Reputable Contributor Share Posted October 18, 2014 I plan, and it is easy in voxels. A bit harder for ppp. Great news! Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted October 18, 2014 Reputable Contributor Share Posted October 18, 2014 ...arrrgghhh! My Sean Connery gif froze up. Let's try it again, Mr. Connery.... Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted October 18, 2014 Reputable Contributor Share Posted October 18, 2014 ...and one more for good measure. Cheers for SSS! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted October 18, 2014 Share Posted October 18, 2014 Andrew Shpagin @AndrewShpagin The material & mode designed by Davyd Cryunreal But there is still a lot of job - need week or two before public beta. Quote Link to comment Share on other sites More sharing options...
Advanced Member bisenberger Posted October 18, 2014 Advanced Member Share Posted October 18, 2014 Amazing stuff Andrew! Quote Link to comment Share on other sites More sharing options...
Javis Posted October 18, 2014 Share Posted October 18, 2014 There is just one additional parameter - Metallness. It is enough for all effects. Generally you may export in old style - diffuse + specular color and get same result in non-pbr renders. And what if you add one more? It's already really cluttered on the top bar, IMHO. All these parameters (diffuse color, depth, spec, metalness, steady stroke, invert, etc.) should really all be in the Brush Options panel. Maybe the top bar could be customizable instead, allowing users to put what they want up there. But by default all those options, is too much. Quote Link to comment Share on other sites More sharing options...
Advanced Member Marc Wakefield Posted October 18, 2014 Advanced Member Share Posted October 18, 2014 ...and one more for good measure. Cheers for SSS! Yes! Orangemochafrappichino's! Love it! Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted October 18, 2014 Contributor Share Posted October 18, 2014 Andrew,what Im worried is there is still no specular intensity/color channel in 3DCoat...only a blending mode that simulate spec colr/int. We only have roughness/gloss (currently called specular) PBR does not require that channel only metalness + gloss is enough,specularity in pbr is using mostly contant values and spec color gets sampled from albedo (at least thats the way it works in UnrealEngine4). But for the workflow without metalness (using gloss+ Spec color/int) its still impossible to make a brush with those 2 channels synched since in 3Dcoats it is only a blending mode and not a true channel. It would be great if this issue what adressed at some point because to make good brushes or filling presets those 2 channels must be synched. 1 Quote Link to comment Share on other sites More sharing options...
Javis Posted October 19, 2014 Share Posted October 19, 2014 Agreed. The spec color issue would be really great if addressed sooner, rather than later. Especially with PBR hitting soon. Quote Link to comment Share on other sites More sharing options...
Taros Posted October 20, 2014 Author Share Posted October 20, 2014 @Andrew: What about skin simulation? I mean skin shaders and subsurface scattering. The world is not made of metal only... Quote Link to comment Share on other sites More sharing options...
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