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    • geo_n
      Blender doesn't read .ply correctly from 3dcoat. I tried fbx from 3dc and still blender doesn't read the vertex colors.  From nomad sculpt I can export an obj file with vertex color and import to blender and blender reads it.  Does 3dc have a way to embedd vertex colors on obj files?
    • geo_n
      Thanks. Is the mesh in the sculpt room exactly the same as the imported scanned mesh? We can skip decimation on export to keep the mesh exactly the same as the original scanned mesh? I did this a few times before without the applink and I had scaling issues and had to decimate on export when I exported the mesh from sculpt room. Topology changed of course which is not wanted. But the vertex color was there indeed.  So what I'm doing now is importing in paint room to paint on uvmaps and export texture maps and bake those into vertex color in blender. But it would be great if I could export vertex colors directly from the paint room because the paint room doesn't alter the scale or topo of meshes. 
    • sheeplion
      On windows you have the program Materialize by company Bounding box software. http://www.boundingboxsoftware.com/index.html They are also the creators of the game. I found this while trying to find company info. Never knew. Going to support them for this nice Materialize tool. https://www.gog.com/en/game/prodeus
    • Carlosan
      The primary difference between a UV-textured mesh and a polypaint (vertex color) mesh lies in how the color data is stored and displayed:  - Vertex color stores color directly on the vertices of a 3D model, ensure you have a high-polygon model. - While UV texturing maps a 2D image file onto the mesh using UV coordinates. 3DCoat will automatically recognize and map these to vertex color data upon import, File > Import or you can bake them directly in the Paint Room. After that go to => File > Export selected Object > .ply
    • AbnRanger
      Vertex Color exported to Blender 5.0 via the Applink (using fbx file format) perfectly. Maybe Paint Objects were not programmed/enabled to export Vertex Paint because they are UV mapped? This was exported from the Sculpt Workspace.  
    • geo_n
      Sorry necropost. Do you have a solution for 3dcoat paint room export to vertex color in any format(ply, obj, fbx)? I painted mesh from 3dcoat paint room and want to export with vertex color without alternating the mesh topo.
    • Carlosan
    • mxhunterx
      Hello,   I'm currently trying to handpaint several large cylindrical and circular objects including human legs and monster legs. I'm trying to airbrush it to wrap around the object to create shadows and different color textures, but when I try to paint it always leaves a hard edge and it makes it obvious there was a cut in the airbrush. Is there a way to have the airbrush wrap seamlessly around the mesh to create a smooth look without the hard edges? The only way I know how to resolve it is basically to erase it by hand and re-paint it, but that also has some issues with leaving splotchy areas. I've looked through all the brush options and I didn't see anything I could use to wrap. What else can I do about this? 
    • mxhunterx
      Hello,   I'm currently trying to handpaint several large cylindrical and circular objects including human legs and monster legs. I'm trying to airbrush it to wrap around the object to create shadows and different color textures, but when I try to paint it always leaves a hard edge and it makes it obvious there was a cut in the airbrush. Is there a way to have the airbrush wrap seamlessly around the mesh to create a smooth look without the hard edges? The only way I know how to resolve it is basically to erase it by hand and re-paint it, but that also has some issues with leaving splotchy areas. I've looked through all the brush options and I didn't see anything I could use to wrap. What else can I do about this? 
    • webmaster
      Voxel Sculpting is a Big Deal Pt 3View the full article
    • menuasian
      Hi everyone, I’m running into a shading problem after bringing a retopologized mesh from Blender into 3DCoat for texturing. Some curved areas of the model appear darker or slightly faceted, even though everything looks normal in Blender. I already checked the normals in Blender and they seem correct, so I’m wondering if the issue might be related to smoothing, normal maps, or certain import settings in 3DCoat. Has anyone experienced something similar? Any suggestions on what settings or steps I should check before starting the painting process? Thanks in advance!
    • jene
      Thank you for your advice. In the version in question, I turned on the RealityCapture check button, but RealityCapture did not appear. I think there must be some fundamental problem. A new version of 3D-coat has already been released, so I will update to the new 2026 version.  
    • Carlosan
      Normal map doesn't work well in 3Dcoat smart material but this is fine using a height map. The Depth channel icon in Smart Materials may look like it’s for a Normal Map, but it’s not. It’s strictly for greyscale Displacement/Height maps. This is confusing because the icon for depth on smart material editor is blue/purple and because every other texturing software use normal map.  If you will provide a normal map for the Smart Material the 3DCoat will offer to convert it to the bump-map because materials require bump. This is a non-trivial operation, so it may take some time to convert for big maps. 
    • sheeplion
      ow, I think I found my answer. I have to unlock it, then I can tweak:   Now it looks like I can now. Requires a lot of changing the values. Not even sure what I did LOL! Depth at 0%:   Depth at 100%: Seems to be working! If anyone have tips how to tweak to it's best. Please tell. I am messing around. Going to use it in a Godot Game engine.
    • sheeplion
      Hello, I am using a simple wood diffuse JPG file as my color for the custom smart material. That looks fine as far as I know I also used the same exact image to create an normal map, using Krita: link: https://www.graphicsandprogramming.net/eng/tutorial/krita/make-textures-in-krita/krita-tutorial-map-displacement-height-normal It looks normal as it should, exported  it as a jpg: used this normal map in the smart material:   But when I change between depth 0~100% I see no change at all in my material preview window. Am I doing something wrong?    
    • sheeplion
      Ah, changed to menu "edit" >> calculate curvature.  
    • sheeplion
      Following an 3D course, and the teacher is adding a curvature layer: Menu "Texture" >> calculate curvature layer. He is using 3Dcoat version 4.8.18. I am using 2025.17. So I cannot find the option to add this layer. Where can I find this? (I know it can do that automatically, but I like to do it manually also.)
    • Carlosan
      source... Parallax mapping is a technique similar to normal mapping, but based on different principles. Just like normal mapping it is a technique that significantly boosts a textured surface's detail and gives it a sense of depth. While also an illusion, parallax mapping is a lot better in conveying a sense of depth and together with normal mapping gives incredibly realistic results. While parallax mapping isn't necessarily a technique directly related to (advanced) lighting, I'll still discuss it here as the technique is a logical follow-up of normal mapping. Note that getting an understanding of normal mapping, specifically tangent space, is strongly advised before learning parallax mapping. Parallax mapping is closely related to the family of displacement mapping techniques that displace or offset vertices based on geometrical information stored inside a texture. One way to do this, is to take a plane with roughly 1000 vertices and displace each of these vertices based on a value in a texture that tells us the height of the plane at that specific area. Such a texture that contains height values per texel is called a height map. An example height map derived from the geometric properties of a simple brick surface looks a bit like this: When spanned over a plane, each vertex is displaced based on the sampled height value in the height map, transforming a flat plane to a rough bumpy surface based on a material's geometric properties. For instance, taking a flat plane displaced with the above heightmap results in the following image: A problem with displacing vertices this way is that a plane needs to contain a huge amount of triangles to get a realistic displacement, otherwise the displacement looks too blocky. As each flat surface may then require over 10000 vertices this quickly becomes computationally infeasible. What if we could somehow achieve similar realism without the need of extra vertices? In fact, what if I were to tell you that the previously shown displaced surface is actually rendered with only 2 triangles. This brick surface shown is rendered with parallax mapping, a displacement mapping technique that doesn't require extra vertex data to convey depth, but (similar to normal mapping) uses a clever technique to trick the user. The idea behind parallax mapping is to alter the texture coordinates in such a way that it looks like a fragment's surface is higher or lower than it actually is, all based on the view direction and a heightmap. To understand how it works, take a look at the following image of our brick surface: Here the rough red line represents the values in the heightmap as the geometric surface representation of the brick surface and the vector V¯ represents the surface to view direction (viewDir). If the plane would have actual displacement, the viewer would see the surface at point B. However, as our plane has no actual displacement the view direction is calculated from point A as we'd expect. Parallax mapping aims to offset the texture coordinates at fragment position A in such a way that we get texture coordinates at point B. We then use the texture coordinates at point B for all subsequent texture samples, making it look like the viewer is actually looking at point B. The trick is.... continue reading
    • Carlosan
      Hi which version are you using ? How do you have set your Brush Preferences ?
    • user1023
      Here is an example: I set the depth to 100 for the Sphere tool, but when I switch to Vox Hide, the depth jump to 4239% regardless of its previous value. Then, when I go back to the Sphere tool, it’s reset to 1%. Why are the depth values so all over the place? I can manually reset them, but it’s a huge hassle to do this every time I switch tools. Is there a fix for this?
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