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Ptex general description and questions


Andrew Shpagin
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Ok, I have found where problem is. I tried to work with 3d-coat sample .obj files and here is a problem. And I have found right way.

Wrong way:

1. Open creature.obj sample file in 3d-coat for ptex painting.

2. Paint on model (Picture 1)

13dcoat.th.jpg

3. Export mesh and .ptex color texture. "Flip ptex quads" must be checked.

4. Import mesh from step 3 into 3ds max. Change render to Vray. Select new material. Apply diffuse map as VrayPtex map and apply material to the model.

5. Render. Result is wrong (Picture 2)

2maxwrong.th.jpg

Right way:

1. Import creature.obj 3d-coat sample file into 3ds max.

2. Export file to the new .obj file and then open it in 3d-coat for Ptex painting (or use AppLink to bring this model from 3ds max to 3d-coat for Ptex painting).

3. Paint in 3d-coat (Picture 3)

33dcoat2.th.jpg

4. Export .ptex color texture. "Flip ptex quads" must be checked.

5. We still have model open in 3ds max from step 1. Change render to Vray. Select new material. Apply diffuse map as VrayPtex map and apply material to the model.

6. Render. Result is good (Picture 4)

4maxgood.th.jpg

I use 3ds max 2012, Vray v.2.30.01, and 3d-coat v.3.7.11B.

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  • 5 months later...
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Does anyone know why 3d-Coat exported .PTX files do not work in Maya 2013 Viewport 2.0 rendering?. Of course Maya Viewport 2.0 WILL render the "tga" exported files that have ptex in the name example (ptex1_PtexPlane0_color.tga) BUT that is not true a true PTX file. When I export a PTX model from Mudbox and in Maya 2013s Render Viewport 2.0 mode it renders the .PTX file perfectly. These are actual .ptx files. However doing the same exact export from 3d Coat (and exporting the .PTX file in the texture export menu) renders transparent Wonder why actual .PTX files wont render in Maya Viewport 2.0 as the do from Mudbox? See attached pic. Thank you.

post-14679-0-40195300-1351631889_thumb.j

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Does anyone know why 3d-Coat exported .PTX files do not work in Maya 2013 Viewport 2.0 rendering?. Of course Maya Viewport 2.0 WILL render the "tga" exported files that have ptex in the name example (ptex1_PtexPlane0_color.tga) BUT that is not true a true PTX file. When I export a PTX model from Mudbox and in Maya 2013s Render Viewport 2.0 mode it renders the .PTX file perfectly. These are actual .ptx files. However doing the same exact export from 3d Coat (and exporting the .PTX file in the texture export menu) renders transparent Wonder why actual .PTX files wont render in Maya Viewport 2.0 as the do from Mudbox? See attached pic. Thank you.

Someone else beat you to that question. Answer: Download the latest V4 Beta build, and see if it doesn't help.

http://3d-coat.com/forum/index.php?showtopic=10395&st=0

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Hi AbnRanger, Kind of embarrassing but that other poster that discovered V4 Beta working with Ptex was me. I was at that time I posted that post not getting Ptex to working so I loaded the V4 Beta and it worked in Maya 2013 RENDER VIEWPORT 2.0. I was all excited. But I just recently I discovered I was successfully rendering the tga files such as this (ptex1_PtexPlane0_color.tga) "NOT" the actual .PTEX file (like I do with Mudbox .PTEX files in Maya Viewport 2.0). So I notice that .ptex from 3d Coat renders as a transparent object (see image in my original post above). So now Iam back to trying to figure out how to get a true .ptx file to render in Maya 2013 Viewport 2.0. And as I mention I do it all the time with the actual .PTEX files I export from Mudbox so I dont think it has anything to do with how Iam setting up Mayas Viewport 2.0 renderer. I have tried every conceivable setting in Maya but with no luck.

Someone else beat you to that question. Answer: Download the latest V4 Beta build, and see if it doesn't help.

http://3d-coat.com/f...opic=10395&st=0

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Just thought I would check back and see if there might be an answer to my above question. How to get actual .ptex files from 3d Coat to render in Maya 2013 Viewport Render 2.0. As I previously mentioned rendering .ptex in Mayas Viewport 2.0 works fine from Mudbox just cant get it to work from 3d Coat. The other files render ok ex: (mymodel_PtexPlane0_color.tga), etc. But Iam needing to render the actual .ptex file. Model comes out transparent when I try to render .ptex.

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Just thought I would check back and see if there might be an answer to my above question. How to get actual .ptex files from 3d Coat to render in Maya 2013 Viewport Render 2.0. As I previously mentioned rendering .ptex in Mayas Viewport 2.0 works fine from Mudbox just cant get it to work from 3d Coat. The other files render ok ex: (mymodel_PtexPlane0_color.tga), etc. But Iam needing to render the actual .ptex file. Model comes out transparent when I try to render .ptex.

Hello again!

Rendering the TGA files in Maya Viewport 2.0 is not enough? What additional benefit does the actual .ptx file provide?

Also can you please describe how you are rendering the .ptx files from Mudbox in Maya Viewport 2.0? I tried to export a .ptx file from Mudbox and render in Maya Viewport 2.0 and it came out completely black. I got the same result from the 3D-Coat .ptx file. If you can explain how to set up the Mudbox .ptx file to render in Maya Viewport 2.0, then maybe I can troubleshoot the render for the 3D-Coat .ptx file.

Am I correct in understanding that the .ptx file is not only texture information but also includes the mesh as well? If that is the case, then the usual "place 2D texture" nodes in Maya will not work with this?

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Hello TimmyZDesign. Thank you so much for your interest and help. I feel lost as nobody is using .ptex it seems. Reason I need to use the actual .ptex files is because I will be help testing a new game engine the WILL ONLY USE "color vertices" or ".ptex". And .ptex will provide much better results. Here is my workflow for Mudbox .ptex to Maya 2013 Render Viewport 2.0. Its beyond easy and works beautifully....

1. In mudbox create and load a basic Mesh like the head. Go to MESH/ptex setup and turn on ptex texturing. Color, sculpt and texture your mesh a bit.

2. In mudbox go to WINDOWS/PREFERENCES/FILES and turn on SAVE PTEX TEXTURES WITH .MUD FILES. This means that whenever you save your .mud file it will export the .ptex file with the .mud file its a separate file from the .mud file in the same directory. There are other ways to export the .ptex file but this .ptex file works beautifully with Maya Viewport 2.0.

3. Now all you got to do is create the normal .ptex map. Go to maps/extract texture maps/normal map. Set up your target and Source Models. Level 0 rez is the lowest level and Level 5 or whatever is your highest Rez Level. NORMAL MAP OUTPUT OBJECT SPACE. OUTPUT OPTIONS .PTEX. Name the file and directory and extract that NORMAL MAP .ptex file.

4. Lower your model to lowest rez, then in the object list select your model EX basichead. THEN GO TO FILE/EXPORT/SELECTION and export that as an FBX. ALSO, SAVE YOUR .MUD PROJECT so that it will export that .ptex file for you. Remember the normal map .ptex you created in maps/extract texture maps is different than the one that is exported via save .mud file.

4. In Maya turn on Render 2.0 Viewport. Import the .fbx model. It will come in already having the .ptex texture applied and colors and textures WILL BE SHOWING. But not normal map yet. Only thing you need to do is select the model and and in texture BUMP MAP channel add that NORMAL MAP .ptex file. AND TURN ON object space normals (where it says bump value and bump depth)

5. Finally in order for Maya Viewport 2.0 to show your textures at high rez you go to DISPLAY RENDER SETTINGS/MAYA RENDER 2.0/BAKE RESOLUTION FOR UNSUPPORTED TEXTURES/ turn color and bump up to 2048 or whatever to sharpen your textures. THEN CLICK REBAKE ALL TEXTURES. Please note if you change anything always go back and click REBAKE all TEXTURES. If you see black model then maybe thats all thats needed. Need to REBAKE to see textures at high resolution and to show the normal map. If you have trouble seeing anything go back and REBAKE ALL TEXTURES.

Thats it. Now if I could get that to work FROM 3d-coat I would be a happy happy camper!

p.s. the .ptex file just contains the color and texture info not the mesh info from what I assume.

Hello again!

Rendering the TGA files in Maya Viewport 2.0 is not enough? What additional benefit does the actual .ptx file provide?

Also can you please describe how you are rendering the .ptx files from Mudbox in Maya Viewport 2.0? I tried to export a .ptx file from Mudbox and render in Maya Viewport 2.0 and it came out completely black. I got the same result from the 3D-Coat .ptx file. If you can explain how to set up the Mudbox .ptx file to render in Maya Viewport 2.0, then maybe I can troubleshoot the render for the 3D-Coat .ptx file.

Am I correct in understanding that the .ptx file is not only texture information but also includes the mesh as well? If that is the case, then the usual "place 2D texture" nodes in Maya will not work with this?

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Sorry fneill, I am currently trying to complete a bunch of work for a Tuesday deadline. After Tuesday I will thoroughly test out this ptex thing...I just wanted to give you a heads up...

In any case I am definitely interested in adding more ptex to my workflows!

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TimmyZDesign, Thanks so much for getting back with me! No hurry at all. Iam just happy someone is taking an interest in this (rendering PTex .ptx files in Maya Viewport 2.0).

BY THE WAY ... since you are a Maya user I just put up a tutorial on how to go from 3d Coat to Maya and within couple minutes have a fully rigged humanik character ready to animate or whatever! That tutorial is here ... (we are talking about sculpting to animatable rigged character in couple minutes!)

http://3d-coat.com/forum/index.php?showtopic=10659

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

MUDBOX PTEX TO MAYA RENDER VIEWPORT 2.0

1. In mudbox create and load a basic Mesh like the head. Go to MESH/ptex setup and turn on ptex texturing. Color, sculpt and texture your mesh a bit.

2. In mudbox go to WINDOWS/PREFERENCES/FILES and turn on SAVE PTEX TEXTURES WITH .MUD FILES. This means that whenever you save your .mud file it will export the .ptex file with the .mud file its a separate file from the .mud file in the same directory. There are other ways to export the .ptex file but this .ptex file works beautifully with Maya Viewport 2.0.

3. Now all you got to do is create the normal .ptex map. Go to maps/extract texture maps/normal map. Set up your target and Source Models. Level 0 rez is the lowest level and Level 5 or whatever is your highest Rez Level. NORMAL MAP OUTPUT OBJECT SPACE. OUTPUT OPTIONS .PTEX. Name the file and directory and extract that NORMAL MAP .ptex file.

4. Lower your model to lowest rez, then in the object list select your model EX basichead. THEN GO TO FILE/EXPORT/SELECTION and export that as an FBX. ALSO, SAVE YOUR .MUD PROJECT so that it will export that .ptex file for you. Remember the normal map .ptex you created in maps/extract texture maps is different than the one that is exported via save .mud file.

4. In Maya turn on Render 2.0 Viewport. Import the .fbx model. It will come in already having the .ptex texture applied and colors and textures WILL BE SHOWING. But not normal map yet. Only thing you need to do is select the model and and in texture BUMP MAP channel add that NORMAL MAP .ptex file. AND TURN ON object space normals (where it says bump value and bump depth)

5. Finally in order for Maya Viewport 2.0 to show your textures at high rez you go to DISPLAY RENDER SETTINGS/MAYA RENDER 2.0/BAKE RESOLUTION FOR UNSUPPORTED TEXTURES/ turn color and bump up to 2048 or whatever to sharpen your textures. THEN CLICK REBAKE ALL TEXTURES. Please note if you change anything always go back and click REBAKE all TEXTURES. If you see black model then maybe thats all thats needed. Need to REBAKE to see textures at high resolution and to show the normal map. If you have trouble seeing anything go back and REBAKE ALL TEXTURES.

Thats it. Now if I could get that to work FROM 3d-coat I would be a happy happy camper!

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Sorry fneill, I am currently trying to complete a bunch of work for a Tuesday deadline. After Tuesday I will thoroughly test out this ptex thing...I just wanted to give you a heads up...

In any case I am definitely interested in adding more ptex to my workflows!

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Wow, it has been a rough week. I thought things would chill out after Tuesday, but only got more busy.

So, just now I finally downloaded and installed both Maya 2013 and Mudbox 2013. Also installed the Service Packs for Mudbox, and getting ready to install the Service Packs for Maya. Now at least I am using the same versions that you are. Next step will be to start testing out the Ptex workflows!

Also, big thanks for the tutorial! I'll be trying that out as well!

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  • 3 weeks later...
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Hello, Hate to be a pest but been over a month and Iam still frustrated with no solution. If anybody has had success rendering the ACTUAL .PTEX files from 3D Coat in Maya 2013 Viewport 2.0 (see the previous posts) renderer please let me know. Iam still rendering my Mudbox .ptex sculpts in Maya Viewport 2.0 because can not get 3D Coat .ptex to render. And I sure have tried everything! Thanks much. :)

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  • 2 months later...
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I finally managed to get ptex files to work and the solution was pretty simple.

The trick was to export my mesh, which had no UV's, out of Max as an OBJ, delete the one in Max, import the one that had just been exported, then load that same OBJ file into 3D Coat. I chose the lowest resolution (the one equal to the total number of polygons my mesh actually has) with all the available options disabled, then painted away until I was content with my overall paint job. Using the Textures menu in the paint room, I exported using the Color to Ptex option (flip ptex quads was enabled), then loaded that ptex file into the material editor in Max (a VRayMtl with VRayPtex in the diffuse slot) which I assigned to my mesh and rendered successfully.

I don't see why this wouldn't work with other apps and renderers if they support ptex properly. The key is to not use any meshes exported from 3D Coat, but instead replace the one in your 3D app with the one you exported for painting. What's great about this solution is that it allows me to keep all my smoothing groups, something 3D Coat still loves to destroy.

If this doesn't work, then it's likely that your vertex order/numbering is being altered at some point during mesh export/import. If not that, then it's possible your doing something to your mesh that is messing up that order, which ptex relies on to work right. As I've said before, in Max this would be caused any number of mesh altering modifiers. Not sure what the equivalent would be in Maya though. You need to make sure you don't make any changes to your geometry after exporting it for painting. This means being absolutely sure you're done modeling and happy with it before doing any ptex painting.

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  • 3 years later...
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Hello 3D coat Community

When using 3D coat, I was somehow able to create a cylinder and start painting material on it with out doing any uv unwrapping... 

All I did was create a cylinder and click on the paint menu button, and I was able to start painting materials on the cylinder!

was I using ptex or did 3D coat auto uv the cylinder I created? 

because in substance Painter an file needs to have UV in order for texturing to work

how come 3D coat allowed me to paint right away? 

it was just a cylinder, I didn't even do any uv unwrapping! 

 

o.O

thank-you! 

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It depends on where you created the primitive. If it was created in the Sculpt Room in 3DC, than you were doing vertex painting, which of course, doesn't require a UV map. You can just paint on the vertices if there is no UV map. :)

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thankyou Custodian!

that is very interesting!

is 3D coat also good for concept design?

what is the usual work flow for concept art in 3D coat?

 

I recently tried to import a rough sculpt from another program for a test

the OBJ had no UVs

and it seems that 3D coat automatically unwrapped my model :o

I was able to start painting without doing any manual UV unwrapping. 

I think this is a very fast way to render out my concept modle to paint over later in PS with out having to go through all the stages of UVs , kinda a cheap alternative to key-shot? 

what do you guys think?

:P

thanks!

 

 

 

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