Jump to content
3DCoat Forums
haikalle

Blender Applink

Recommended Posts

56 minutes ago, tokikake said:

Yes I often duplicate,, but as you know, the first test,, the cloth and footwear is no duplicate mesh.

But I afraid, blender 2.8 depthgraph cause issue. (I do not rely much about current status of blender 2.8.)

And I test default cube and sphere, then edit sphere in 3d coat, and up-date in blender, cube actually change texture.:(

 

ovwrite.JPG

If you could make one video about this scene and issue. Start video when you first open blender so it makes sure that I don't miss any steps when I try to repeat this bug.

Share this post


Link to post
Share on other sites

No. I first duplicate mesh.  . then I know, it use same material, then change mesh name, and material name. (by click to a copy and make single user, so now duplicate mesh use different material.)

And,, now I test with some option,, then I think,, when I export mesh from 3d coat,, now it only up-date for import one.

as I menitoned, I do not need to export mesh again to blender, then everytime I check it off (in 3d coat setting ,when I return it)

Share this post


Link to post
Share on other sites

Ha ha thanks :)  I now did . then actually when I check off "export mesh" in 3d coat option, (and I keep not import mesh/UV in blender option),

it cause this issue ^^;

I know, I should follow default  options ,, but I often try to use options as I like,, then it often show these problem.

after talking with you,, I think, if without re-export mesh, plug in can not check it which is exported one? 

 

 

Share this post


Link to post
Share on other sites

I was wrong, I didn't remember to re-name the material. There is no rush but if you can provide ether blend file where I can see bug happening because if I understood your blend scene you send to me the bug 
was already happened and it was the end result. Or then provide a video beginning starting from fresg scene. It would be very helpful. I think that I will find it in the end put ether blend file or video would help a lot. 

Share this post


Link to post
Share on other sites
1 minute ago, tokikake said:

Ha ha thanks :)  I now did . then actually when I check off "export mesh" in 3d coat option, (and I keep not import mesh/UV in blender option),

it cause this issue ^^;

I know, I should follow default  options ,, but I often try to use options as I like,, then it often show these problem.

after talking with you,, I think, if without re-export mesh, plug in can not check it which is exported one? 

 

 

Ok. Now I understand. Yes it good keep "export mesh" on but I will check what's going on if you leave it off. This could be simple fix.

Share this post


Link to post
Share on other sites

Very good video. Thanks a lot. I quite sure this is fast fix. I will let you know when I update the applink.

Share this post


Link to post
Share on other sites

THanks ^^;  I apologize,, I stick option which I prefer ^^;   I afraid, plug in overwrite mesh and UV (untill FBX export corrected by 3d coat side)

then keep it off in blender and 3d coat then asked  you,, plug in overwrite or not,, without clear discribe, which  option I choosed,,,  I sleep this night,, see you tomorrow ^^;

Share this post


Link to post
Share on other sites

 I did the same thing what you did and it's funny, I'm not able to see this bug. If you do File -> Load Factory settings and then do exactly the same thing you did in the last video. Do you still see it?

But that's good advice, I need to some sleep too. Good night 3d-coat users :) 

Share this post


Link to post
Share on other sites

Hi it is not about setting thing, but about UDIM type tile report.^_^  I do not hope to bother you,,  but it seems better maybe these case should be happend, if user like to use UDIM tilinig.

I think at current this plug in can generate texture nodes, with use  mapping node, then arrange again, and work . But it seems work ablut 1001 to 1010 tile .  3d coat can generate texture for 1011 or 1033 . (the second or third  U  tiles) , I know there should be case, we hope to use them (separate  some parts , to clear see UV by use another low)

like this pic.

1011Utiles.JPG.f96a596a7e4ad83b3f1615bfe8f29f40.JPG

I confirm, after up-date,,  those second, or third  second low (1011 or 1021 etc )  textures (3d coat  generate)   not generate in 3d coat nodes. 

to cut out your time  I apply cube which already tiled so. (but no texture) then test please.. you may see,, 1011 texture will not be generated. (but it is in folda) aftere you edit in 3d coat and  Update,, I think, your way can be used for these  U low tiles, (actually I can generate mapping nodes to work them) then reported thanks ^^

cube1mat3tile.blend

Share this post


Link to post
Share on other sites

Thanks, and I could confirm, if I export mesh, unfortunately, about these type UDIM, UV seems corrupted. so about this case (UDIM tile UV)

untill 3d coat change way, we should not use export mesh option. (it seems not matter, how I set option in blender, but when export from 3d coat, (texture and mesh).

Then I apologize to test about alpha, there seems some simple mistake i feel. (I understand you are busy enogh ^^;)

1. need to add alpha and alpha, you seems add color + alpha about these UDIM tile generate texture.

2 as my test,, color add node may not work , use math node for add alpha (UDIM1, UDIM2, UDIM3), then it work without problem.

sorry can not offer full report, but if you test alpha, with hide layer zero, then export,, then check 3d coat nodes >dolor nodes please. 

color added with alpha, and the add node may be better use math node. (not color mix>add)

 

Share this post


Link to post
Share on other sites

Now I keep test with alpha, then I think, 2 seems no problem. (alpha value is usually used as mix Factor value, then I supposed, use color mix node may cause issue, but at least about cycles  I can not find difference. so it is up to you.

about 1, I can confrim, when we need to add color map for each UVtiles,  , alpha  added with color.  after I manually change to gather alpha only, then out put as alpha,  it seems work.

I sometimes see, color alpha node not out-put but, metalness or other map alpha is out put  from group,, (I do not know why it happen, we may only need alpha about color map,,)

Share this post


Link to post
Share on other sites

Thanks new version corrected, UDIM  tile , and alpha noddes set up in color ^^

one thing, I feel somehow strange is,, even though I do not use alpha about other map, now your plug in try to  generate alpha  out put or all map group.

(color metalness, normal).

It may not problem, but I often see, wrong one  (eg normal map group alpha are used for final out put ^^;) 

So I only need to change plug, from normal group to color group,, but check please if you can. 

(I suppose,, alpha only need when user set export setting.. I do not know other user how use alpha for normal map,,,anyway,, final output is problem. plug in need to use alpha in color map group  (or diffuse, alberto) group , alpha, for final out put>alpha. then I can easy use it as mix factor without dig down group nodes ^^   

 

alphatest2.JPG

Share this post


Link to post
Share on other sites

And I perfectly content with current status about alpha , :)but If someone hope to not generate color map, but hope to use alpha map as opacity map (mono color alpha)

then there may be case (eg daz studio iray, use mono color  map (aka  cut out opacity, or opacity map to set opacity). then ds, can not use alberto alpha as opacity  .

And user hope to generate "opacity map" ,   by use "alpha"  like my pic.  (of course this map can be used in blender node ,as same as color>alpha)

If there will request about opacity map,, (or iray cut out opacity),  better separate alpha map group node, from color, emissive,, etc.. (do same thing as color map group but separte as opacity or alpha group)  the merit is, now even though there is no color map, (eg use emissive only), we can still set  "opactiy" in blender from coat generate node.

opacitymonomap.thumb.JPG.717367eec041fc4a34b7a8c8ebf571a3.JPG

opacitymap.thumb.JPG.96f51f86747ffcd38447f1db6b002e8c.JPG

In my pic, I choose format sloppy, but may be if I generate opacity map, I set so. (I do not know other way from this export UI)

but after all, if there is no request, you may need not care ^^.  

Edited by tokikake

Share this post


Link to post
Share on other sites

Thanks ^^  I will test it .  generate opacity map (by alpha)   seems more clear. which alpha of texture we hope to use for simple transparent. (or translucency ).:)

Share this post


Link to post
Share on other sites

Hi, I'm completely lost here. I cant even get the exchange link working.

-What do I use for the exchange folder path?

-Where is the update button/s? In the tutorials this seems to be in 'scene'/3dCoat but now there are justr 3dCoat settings there.

-No links to documentation in Blender.

 

Cheers

 

Share this post


Link to post
Share on other sites

Hi Grimmy!

did you check this: 

Difference from video is that the main applink panel where is update & transfer button is not anymore under (shortcut t) menu, it's under shortcut n menu. 

You should not need to touch any of those settings to make the applink work. Please watch the first video and try to do the same steps. 

 

Edited by haikalle

Share this post


Link to post
Share on other sites

Thanks but in the first part of the video it shows the 3dCoat menu appearing top left under the tool. When I enable the applink I dont see anything.. see image.. 

 

EDIT: OH wait. I just read your email properly. Press N and the link is there. I see it. Thanks! :)

image.png

Edited by Grimmy
problem solved
  • Thanks 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×