Member SreckoM Posted February 3, 2019 Member Share Posted February 3, 2019 These should be supported Quote Link to comment Share on other sites More sharing options...
Member Ashe Posted February 3, 2019 Member Share Posted February 3, 2019 his point is, Modo supports more channels than that and allows for a metal/rough workflow now. Quote Link to comment Share on other sites More sharing options...
Member Robert N Posted March 18, 2019 Member Share Posted March 18, 2019 Hi Modo and 3D-Coat users, here’s a new v3.0 of the Modo-3DCoat Applink I have been working on with changes stated in the Release Notes below. Version 3 has been tested with Windows, macOS and Linux, Modo 9-13RC and 3D-Coat 4.8. Since this is the first release of the overhauled version, I hope everything works fine. Installation: Download the attached zip and copy the „coatlink“ folder into Modo’s user folder „Kits“ (Quick access via Modo -> System -> Open user folder). Restart Modo. Inside Modo you’ll find the applink in the Kits popup at the top right. Add the Applink to your Kit workbench for quick access. Path settings for the exchange folder should be set automatically, but check them if you encounter any issues. You can find more information about setup and use of the Modo Applink in the Manual that’s accessible via the respective button in the Kit or in the /Manual folder. Depending on the shader you want to use in Modo, simply choose the corresponding export Preset that comes with 3D-Coat when sending items back to Modo (e.g. Modo Physical/Principled, Unity, Unreal or one of the Vray-Presets). Additionally you can use the attached Preset for the glTF shader (install via File -> Install extension) or build your own custom export Preset. Feedback, Bugreports, Code-Contributions or demo videos are welcome. P.S.: At its core the overhauled Applink is based on the classes designed by Styler in version 2. Many thanks for that! Thanks to Pilgway for their support! --- v3 Release Notes Added support for Modo’s Unity, Unreal and glTF shader and basic Vray support Added support for Metallic/Roughness/AO/Curvature layer transfer Added support for RGBA channel packed maps. They relink in Modo according to the way you packed and exported them from 3DCoat. Swizzling automatically gets set in Modo according to the color channel the map was packed to in 3DCoat Colorspace per layer gets set in Modo according to the shader specs Added support for multiple material masks per item Added support for multiple UV maps per item Moved from .obj to .lwo as exchange format Options to update textures or geometry or both Options for Geometry import: Replace geometry / Replace mesh item / Add new mesh item Options for Material import: Import all Materials / Ask per Material New interface using Modo's Kit UI Some additional tooltips and warning/error messages in the log. Relevant messages display as dialog. Manual added Removed options to configure 3DCoat Export Preset from within the Applink due to growing config complexity with different shaders and channel packing modo_applink_v3.0.1.zip glTF.3dcpack 6 Quote Link to comment Share on other sites More sharing options...
Member Ashe Posted March 18, 2019 Member Share Posted March 18, 2019 Thanks for the update! I'll try to look at it soon. Quote Link to comment Share on other sites More sharing options...
Member SreckoM Posted March 18, 2019 Member Share Posted March 18, 2019 Thanks! Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 19, 2019 Reputable Contributor Share Posted March 19, 2019 Thanks for the update, Robert, and all the hard work you put into it! Quote Link to comment Share on other sites More sharing options...
Javis Posted March 20, 2019 Share Posted March 20, 2019 Thank you @Robert N! It's nice to see this getting an update, and very happy that it's working with Modo 13 right out of the gate. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 26, 2019 Reputable Contributor Share Posted March 26, 2019 Anybody on Windows having trouble getting the new Applink to work? I'm stumped. I turned off firewall, Anti-Virus...anything I thought that might block the files from being properly exported. Tried the recommended temp folder and others. Nothing. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 26, 2019 Reputable Contributor Share Posted March 26, 2019 ...nevermind. The problem I was having was the same exact one with the old one, mentioned on page 3 in this thread. Quote Link to comment Share on other sites More sharing options...
Member Robert N Posted March 29, 2019 Member Share Posted March 29, 2019 Thank you guys very much for your feedback! Prepared a minor update to 3.0.2 that Pilgway already made available on their Applink Download Site:http://3dcoat.com/de/download/applinks/ To install or update the Kit, place or overwrite the coatlink directory in your user Kits dir. --- v3.0.2 Complemented Alpha/Transparency transfer for advanced Material and Unity Material Restricted auto creation of masks in Modo to texture workflows Added dialog warning when object to import not found Renamed Send/Update buttons to Push/Pull Fixed unsought change of viewport from camera to default Fixed exception messages about 'incompatible scenes' Fixed internal path setting of Export.xml Fixed auto swizzling for Modo 902 3 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted April 8, 2019 Reputable Contributor Share Posted April 8, 2019 Here is the updated video for the new Modo Applink. It's definitely one of the better Applinks, now. Thanks again, Robert, for your help on this. 2 Quote Link to comment Share on other sites More sharing options...
New Member mues Posted April 9, 2019 New Member Share Posted April 9, 2019 The normals sent over from 3dcoat are off in modo. I've tried messing around with different normal map export options but can't seem to get it right? Quote Link to comment Share on other sites More sharing options...
Member Robert N Posted April 9, 2019 Member Share Posted April 9, 2019 @AbnRanger Thank you for creating a new video about the Modo Applink! Your tutorials are done so thoroughly and illustrative! @mues 2 hours ago, mues said: The normals sent over from 3dcoat are off in modo. I've tried messing around with different normal map export options but can't seem to get it right? Thanks for the feedback! I’d like to reproduce the issue you are experiencing to see what could possibly be done to fix it. How/When does it occur in a way that I can best see the difference between both programs after transfer? (preferably with steps to reproduce) Btw. I did notice that jagged artifacts in textures render out more explicit in Modo than in 3D-Coat, but these were cases with artifacts caused by painting on (jagged) uv seams. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted April 9, 2019 Reputable Contributor Share Posted April 9, 2019 3 hours ago, mues said: The normals sent over from 3dcoat are off in modo. I've tried messing around with different normal map export options but can't seem to get it right? I find that if I invert the green in the normal map, with Modo's render, it works properly, but Vray doesn't work with RT GPU for some reason. Quote Link to comment Share on other sites More sharing options...
New Member mues Posted April 10, 2019 New Member Share Posted April 10, 2019 Hey, thanks for replying I basically; sculpted in 3dcoat - did an autotopo - baked sculpt onto retopo with auto uv. Then used the 'send to modo'. Normals are off, (can see the seams), I tried to invert the green, still weird. Note- it does work to export the normal map separately from 3dcoat and bring that into modo. But it would be nice if the link one worked for me I had fiddled a bit with the normal map settings, which didn't seem to work. (same problem with the default and tweaked normal prefs) 1 Quote Link to comment Share on other sites More sharing options...
Member Robert N Posted April 10, 2019 Member Share Posted April 10, 2019 (edited) Okay I see and here are a few hints: Green channel (some background information) Just read that Modo by default interprets normal maps in the OpenGL way instead of the DirectX way and these two interpret the green channel contrary (because the y axis in UV space is inverted). So inverting the green channel in Modo is one option - thanks for the hint! The other option is to invert the green channel when exporting from within 3D-Coat. This can be done by setting the "Normal Maps Export" in the Preferences to "Maya, Blender". So "Maya, Blender" corresponds to the "OpenGL" way normal map and "3DS-Max, LW" seems to be like a "DirectX" normal map By the way I have to agree with Gary (https://3dcoat.com/forum/index.php?/topic/20056-why-so-many-normal-map-options/ ) stating that the option to invert the green channel in 3D-Coat might be more accessible with a separate checkbox (or by naming the dropdown options like "OpenGL" and "DirectX") instead of binding the preference to Software names. The software specific stuff should only be saved in within the chosen options of the "Normal Map Sofware Presets". Padding Unchecking "Denormalized TB" seems to create a padding once, which had a positive effect here (though does not completely solve the issue). Also make sure "Create Padding" is checked in the export dialog. UV Map I believe the issue is partly caused by the jagged UV map 3D-Coat's auto unwrapper is creating. On your model the critical areas probably are placed on that kind of UV seams, too. Modo seems to be pretty merciless rendering jagged UVs, but I’d be interested to know if this is just a question of correct settings on the mesh or texture maps. Currently I didn’t get better results by manually exporting/importing the normal map. Let me know if there’s anything particular to take into consideration. I do notice though that the critical areas are already visible in 3D-Coat (at least in my test case), but harder to see. So ultimately a nice UV map might solve this, but more tips and hints on a smoother normal map exchange are very welcome! Edited April 10, 2019 by Robert N Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted April 10, 2019 Reputable Contributor Share Posted April 10, 2019 48 minutes ago, Robert N said: Okay I see and here are a few hints: Green channel (some background information) Just read that Modo by default interprets normal maps in the OpenGL way instead of the DirectX way and these two interpret the green channel contrary (because the y axis in UV space is inverted). So inverting the green channel in Modo is one option - thanks for the hint! The other option is to invert the green channel when exporting from within 3D-Coat. This can be done by setting the "Normal Maps Export" in the Preferences to "Maya, Blender". So "Maya, Blender" corresponds to the "OpenGL" way normal map and "3DS-Max, LW" seems to be like a "DirectX" normal map By the way I have to agree with Gary (https://3dcoat.com/forum/index.php?/topic/20056-why-so-many-normal-map-options/ ) stating that the option to invert the green channel in 3D-Coat might be more accessible with a separate checkbox (or by naming the dropdown options like "OpenGL" and "DirectX") instead of binding the preference to Software names. The software specific stuff should only be saved in within the chosen options of the "Normal Map Sofware Presets". Padding Unchecking "Denormalized TB" seems to create a padding once, which had a positive effect here (though does not completely solve the issue). Also make sure "Create Padding" is checked in the export dialog. UV Map I believe the issue is partly caused by the jagged UV map 3D-Coat's auto unwrapper is creating. On your model the critical areas probably are placed on that kind of UV seams, too. Modo seems to be pretty merciless rendering jagged UVs, but I’d be interested to know if this is just a question of correct settings on the mesh or texture maps. Currently I didn’t get better results by manually exporting/importing the normal map. Let me know if there’s anything particular to take into consideration. I do notice though that the critical areas are already visible in 3D-Coat (at least in my test case), but harder to see. So ultimately a nice UV map might solve this, but more tips and hints on a smoother normal map exchange are very welcome! Thanks for the added info. Could you append the Applink Manual by pasting this information into it? Quote Link to comment Share on other sites More sharing options...
Member Robert N Posted April 10, 2019 Member Share Posted April 10, 2019 1 hour ago, AbnRanger said: Thanks for the added info. Could you append the Applink Manual by pasting this information into it? Definitely, I'll summarize it for the Manual! 1 Quote Link to comment Share on other sites More sharing options...
New Member mues Posted April 10, 2019 New Member Share Posted April 10, 2019 Oh, It was actually pretty simple.. The maps from 3dcoat needed to have the colorspace changed + invert green. exporting manually and dragging in gave me a prompt to adjust color correction (which i had forgotten about before). BTW thanks for this great applink! Quote Link to comment Share on other sites More sharing options...
Member Ashe Posted April 11, 2019 Member Share Posted April 11, 2019 1 hour ago, mues said: Oh, It was actually pretty simple.. The maps from 3dcoat needed to have the colorspace changed + invert green. exporting manually and dragging in gave me a prompt to adjust color correction (which i had forgotten about before). BTW thanks for this great applink! Can't you switch how Modo interprets the green? Quote Link to comment Share on other sites More sharing options...
Member iceage Posted April 19, 2019 Member Share Posted April 19, 2019 I don't think you can set the way Modo interprets green. I think it has more to do with the open Gl viewport. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 6, 2020 Share Posted April 6, 2020 >>>> For latest version check this <<<< new update Version 3.0.3 Quote Link to comment Share on other sites More sharing options...
Member SreckoM Posted May 8, 2020 Member Share Posted May 8, 2020 I think something is wrong with preset settings when choose to export to MODO (installed with provided pack). Normal map is wrong. If I export Normal map with Texture->Export Tangent map it works ok. 1 Quote Link to comment Share on other sites More sharing options...
Member MkIII Posted July 13, 2021 Member Share Posted July 13, 2021 Has anyone tried this on 3dc 2021? I am not able to pull textures back to Modo (v10). They export from 3dc OK, to a folder named ModoDefaultScene, which is automatically created by 3dc, but Modo gives the error "Object file not found: <path to exchange\export.txt> " The path is correct, the files exist, it should work. Clues? Quote Link to comment Share on other sites More sharing options...
New Member skogis Posted May 24, 2022 New Member Share Posted May 24, 2022 Is there any plans to update the Modo Applink to work with 3dCoat 2022? 1 Quote Link to comment Share on other sites More sharing options...
Member MkIII Posted July 5, 2022 Member Share Posted July 5, 2022 Still no joy? I can only get Modo to Open 2022, but 3dc does not attempt to import the object from Modo Tried in Modo V10, and v14 Quote Link to comment Share on other sites More sharing options...
New Member michaelfelkercomposer Posted July 6, 2022 New Member Share Posted July 6, 2022 (edited) I have both 3DCoat 2022 and 3DCoat 4 Pro for windows. How can I download the applink for 3DCoat 4 Pro to Modo? I have Modo 10 and Modo 16. Do I have to use Modo 10 for the applink to work? Thank you. Mike Edited July 6, 2022 by michaelfelkercomposer Quote Link to comment Share on other sites More sharing options...
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