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    • Gwennet
      Hi! 3DCoat textura 2026.18 lags when you ctrl Z. It takes like a second or two where the program freezes before undoing. I apdated to 2026.22, and this problem became worse. Brushstokes lagging as well. The same file works fine in 2025.15, this problem doesn't occur there.
    • Carlosan
      Sadly no, still there is glitched painting over overlapped UV islands
    • Carlosan
      Toon shader is how light act over the mesh, sorry I don't know how to replicate it to baked maps Only this Toon shader I get to use. Copy into \\Documents\3DCoat2026\UserPrefs\Shaders\PbrShaders\#Toon   Toon.rar
    • webmaster
      Guitar Material Breakdown in 3DCoat #3dtexturingView the full article
    • Carlosan
      You mean this ? (RMB over channel name to select another)  
    • Ctc_nick
      Hello! Is it possible to create a custom Channel and output it with the Export Configurator? It should not bleed into other channels (gloss,metal,etc). I tried like this: When I tried, i had to use gloss or some of the other usual channels, but then again it appears on ior and specular. I think it would be great if that can be done. It would not have to be rendered inside coat. Could be used for weights, or any sort of driven data. All the Best!
    • Ctc_nick
      Hi! IMHO if the engine requires 512, then you can remove the lower 64 128 256 from ppp settings, and document/message somewhere that gpuppp natively works with minimum 512. Upscaling is good but i would mention it somewhere . 
    • Baaltiwax
      Hi, thanks for the answer. You wrote it at past tense. is it fix in a new update ?
    • Elemeno
      pose tool is reallly broken.
    • Carlosan
      Hi ! It is a bug, it was a issue with overlapping faces.
    • Carlosan
      @Ctc_nick On Legacy version lower textures are working ok
    • Baaltiwax
      Hello, I'm new in 3D coat. I made a mesh in blender then export it in 3D Coat as scuplt object before retopo it and then painting it. I made some modification on my model in the retopo room after painted it. The paint was okay and when I updated my painted mesh with retopo mesh some textures appear really glossy, mirror like texture. I thought it was a issue with overlapping faces or faces normals with wrong direction, so I try to retopo one side of my objects and symmetrize it but it became even worse. I have no clue of what causes the problem. Can you enlighten my ? After : Before :
    • carrots
      Windows, 2026-22 3DCoat-2026-22.exe 3DCoatTextura-2026-22.exe 3DCoatPrint-2026-22.exe - Fixed an issue where the Cavity effect would not apply when painting with Smart Materials, despite showing correctly in the preview. - Fixed an occasional crash that could occur when clicking or interacting with the user interface. - Fixed an issue where texture padding appeared black when multiple objects shared the same UV set.
    • carrots
      The new GPU core processes textures in 512x512 blocks for better performance, so texture dimensions must be multiples of 512. I’ll consider the best approach here; the most sensible solution seems to be automatically upscaling such textures to 512.
    • Galnart
      You can tweak the materials a lot now with the new system, do you have any suggestions on settings to make them have a cartoonish look?
    • Britain
      Out mask. Passes the value of the final mask, to what? I'm guessing the previous layer? In a simple node setup when adjusting the mask (more on convex) both the base color and the color for the mask becomes transparent. Only one part of the object becomes transparent while the other stays solid. There's nothing anywhere requesting a change in the opacity. The object is one of 3dcoats objects in paint per pixel. Is this a bug? The out mask needs more detail in what it actually does. outMask Description: Passes the value to the final mask. Can add, subtract, or replace the existing mask. Inputs and Settings: MaskMode (Dropdown): Options: Replace, Min, Max, Component Mask (Number (Float))
    • Carlosan
      In 3DCoat, Byte1Channel and Byte2Channel are low-bit-depth data allocation formats used when creating custom texture export presets in the Export Constructor. They tell 3DCoat how to compress and structure the grayscale data channels (such as Roughness, Metalness, or Cavity) into texture maps. Break Down of What They Mean When exporting textures, you can pack different PBR data channels into image color slots (Red, Green, Blue, or Alpha). [1] Byte1Channel (8-bit, 1 Channel): Instructs 3DCoat to export a standard grayscale texture utilizing one byte of data (8 bits, giving 256 levels of gray). It is ideally used to output a single grayscale map, such as a Roughness map or a Metalness map on its own. [1] Byte2Channel (16-bit total, 2 Channels): Instructs 3DCoat to export a texture utilizing two bytes of data split evenly across two separate channels (often mapping to the R and G channels, or a Gray+Alpha format). It is commonly used for specialized packed game-engine workflows where two grayscale maps are bundled together into a single file to save memory (e.g., combining Roughness + Metalness or Normal X + Normal Y). Where are they used? You encounter these terms when navigating to File > Export Objects and Textures and opening the Export Constructor to build a custom preset. When you click to add a texture map, 3DCoat asks you to choose the target image format structure. When you choose standard color options like RGB or RGBA, you are choosing Byte1Channel or Byte2Channel.  Use it hen you explicitly need grayscale or two-channel packed texture files.
    • webmaster
      Using the Stencils Panel to Add 3D Paint Elements to the Model #3dsculptingView the full article
    • webmaster
      Using the Stencils Panel to Add 3D Paint Elements to the ModelView the full article
    • Cuquio
      Thank you for your promt response. I've tried your sugestion but I get the same error, however, I think I discovered something. As a last resort, I uninstalled the program and downloaded the installer again. The installer available for download is version 2026.17 (then you can update to 2026.20 from the updates manager), so I tried the same before updating and it works as intended. So it look like a bug in the lastest version, or maby I'm missiong something that changed from one version to the other.  
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