philnolan3d Posted July 6, 2010 Report Share Posted July 6, 2010 I think this is something that would be very big for game artists, if you could paint illumination textures like color or spec and see it's result in the viewport. I know 3DArtist was able to pull it off, but he lost normal map rendering in the process. So it wold be great if there was an official way to do it. Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted July 6, 2010 Applink Developer Report Share Posted July 6, 2010 I would go one step into another direction. I would love to see in Texture -> Export -> Custom Textures. It could be a window where you can set the name of the texture and then which layers it is using. You could set as many you want. This way user could easily export all the textures that are needed. Because there is so much diffrent shading types. It would be hard to bring them all into 3d-coat. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted July 6, 2010 Author Report Share Posted July 6, 2010 Not sure what that has to do with painting. Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted July 6, 2010 Applink Developer Report Share Posted July 6, 2010 Good point...sorry. For me, to see the illumination texture is not so vital than seeing color,spec,bump. I see this more game engine feature than 3d-coat feature. I might be wrong. This could be something to have fun playing with. Maybe because I'm not pure game artist, my way of thinking is that there is always some shading types that you don't see in 3d-coat, and you never will. So it's should be better to focus how we can easily export those textures from 3d-coat. Quote Link to comment Share on other sites More sharing options...
PalSan Posted July 6, 2010 Report Share Posted July 6, 2010 +1 for Illumination maps +1 for opacity maps also examples: feathers,clobber,metal shirts and ets. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted July 6, 2010 Author Report Share Posted July 6, 2010 We already have opacity, just use the eraser on layer 0. Quote Link to comment Share on other sites More sharing options...
Taros Posted July 6, 2010 Report Share Posted July 6, 2010 We already have opacity, just use the eraser on layer 0. The ereser works everywhere and produces transparenced areas. You can use it in any layer, but you need always to hide the layer 0, then you will see the transparency. The transparency information itself will be saved as an own channel in TGA file format. Quote Link to comment Share on other sites More sharing options...
PalSan Posted July 6, 2010 Report Share Posted July 6, 2010 philnolan3d , Taros thank you, guys!) Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted July 6, 2010 Applink Developer Report Share Posted July 6, 2010 You learn something new everyday. Thanks a lot. Quote Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted July 6, 2010 Advanced Member Report Share Posted July 6, 2010 As I see it, (and I could be completely off) all we really need is x number of ShaderSampler selections in the layer blending list. ShaderSampler1-ShaderSampler10 maybe. Whatever is painted on these layers would be accessible to the shader code. Then someone just has to modify the shader to illuminate the diffuse colors with the ShaderSampler. This would open the possibility for custom shaders and layers. (ie Paint a reflection map keeping it separate from the spec map, or whatever else map for game engine\renderer x.) It could be nice to have selectable custom paint shaders also. Quote Link to comment Share on other sites More sharing options...
Member Eric Cosky Posted September 7, 2011 Member Report Share Posted September 7, 2011 I know this is an old request, but I am once again finding myself wishing 3DCoat supported emissive/illumination maps. I know it would be a fair amount of work to support but this it seems like it would be a reasonable fit with the current tech and it would really be a very, very useful feature that I would very much like to see in 3DCoat. I would use it on almost every asset I create - in particular this next project I am just now starting on. Thanks Quote Link to comment Share on other sites More sharing options...
Advanced Member Spiraloid Posted September 8, 2011 Advanced Member Report Share Posted September 8, 2011 this would be great. for what it's worth i've been working around this by having a full ambient vox layer shader that I draw tiny sphere's into. when I bake the layers, it shows up on it's own layer and I then assign it to an alpha to be used for fullbright later in the engine. I usually do a final gather render in MR to catch the refracted glowing lights from this mask, so since I bake to the textures using a light simulation it's not really high on my list of 3D paint features. worn edges on the other hand... -b Quote Link to comment Share on other sites More sharing options...
Advanced Member blackant Master Posted September 8, 2011 Advanced Member Report Share Posted September 8, 2011 nice idea to implement illumination map, and why not improve the specular/gloss map by exporting spec on rgb and gloss on A. another thing should be nice is animable map (for illumination map for exemple that could scroll tile maps) Quote Link to comment Share on other sites More sharing options...
Member Eric Cosky Posted February 23, 2012 Member Report Share Posted February 23, 2012 I was playing with the Mudbox demo today, being able to use illumination maps was a real joy and I have to admit using it made me wonder if perhaps I should add Mudbox to my toolbox. I still hope 3DCoat adds support for illumination maps at some point.. Ideally, I would like to see a total of four new channels: illumination, color specular, gloss, and reflection maps. That would bring 3DCoat in parity with Mudbox with respect to my texturing needs. Being able to pick between greyscale and color when setting up illumination, specular and reflection channels would be very useful too. Even better would be a more flexible method of defining any number of textures, the color channels to use for each texture (RGBA, RGB, RG, or A), and a .cgfx shader to render the set of textures. Then we could do whatever we wanted with the data. Would be nice! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 14, 2013 Report Share Posted March 14, 2013 3DCoat supported emissive/illumination maps is possible to do it using V4 ? ty Quote Link to comment Share on other sites More sharing options...
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