Jump to content
3DCoat Forums
  • Posts

    • 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.  
    • Nagisa
      Sorry, I attached the wrong images in my original post above - please disregard those. Here are the correct ones for reference https://imgur.com/a/19UpqNn https://imgur.com/a/0TFBMV5 Thanks for your patience!
    • Nagisa
      Hello, Sorry, I need to correct something — in a previous attempt I accidentally attached the wrong image. Please disregard that, and here is the correct report below. I'd like to report an issue I've encountered in 3D Coat 2026.20NS (Windows), in the Paint Room. Summary: I have a layer named "Normalmap" (Standard Blend / Add Depth blend mode) in the Layers panel. The normal map is applied correctly overall - the combined 3D viewport result (all layers together) looks correct, and the normal map effect is properly visible in that combined result. Editing the layer also works fine, and the Texture Editor (2D window), with its channel dropdown set to "Normals", correctly shows the rainbow normal map data. The issue is specifically that when I select this Normalmap layer by itself in the Layers panel, the 3D viewport does not show an isolated/solo preview of just that layer. Comparison: When I generate a CurvatureMap layer and select it by itself, the 3D viewport correctly shows an isolated/solo preview of that layer. So this behavior seems specific to Normalmap-type layers, not a general Layers panel issue. Steps to reproduce: Create or import a "Normalmap" layer (Standard Blend / Add Depth) on an object. Confirm the normal map effect displays correctly in the combined 3D viewport result. Select the Normalmap layer by itself in the Layers panel. Observe that the 3D viewport does not show a standalone/isolated preview of that layer (only the Texture Editor's "Normals" channel view shows correct data). For comparison, generate a CurvatureMap layer and select it by itself - the 3D viewport correctly shows an isolated preview. Environment: 3D Coat 2026.20NS Windows Could you confirm whether this is expected behavior for Normalmap-type layers, or a bug? For reference, here are the correct images (screenshot from the tutorial I followed, and my current state): [https://imgur.com/a/19UpqNn] [https://imgur.com/a/0TFBMV5] [https://www.youtube.com/watch?v=OCufsTtmaPM&t=488s] Thank you for your time. Best regards, Nagisa
    • Nagisa
      Hello, I'd like to report an issue I've encountered in 3D Coat 2026.20NS (Windows), in the Paint Room. Summary: I have a layer named "Normalmap" (Standard Blend / Add Depth blend mode) in the Layers panel. The normal map is applied correctly overall - the combined 3D viewport result (all layers together) looks correct, and the normal map effect is properly visible in that combined result. Editing the layer also works fine, and the Texture Editor (2D window), with its channel dropdown set to "Normals", correctly shows the rainbow normal map data. The issue is specifically that when I select this Normalmap layer by itself in the Layers panel, the 3D viewport does not show an isolated/solo preview of just that layer. Comparison: When I generate a CurvatureMap layer and select it by itself, the 3D viewport correctly shows an isolated/solo preview of that layer. So this behavior seems specific to Normalmap-type layers, not a general Layers panel issue. Steps to reproduce: Create or import a "Normalmap" layer (Standard Blend / Add Depth) on an object. Confirm the normal map effect displays correctly in the combined 3D viewport result. Select the Normalmap layer by itself in the Layers panel. Observe that the 3D viewport does not show a standalone/isolated preview of that layer (only the Texture Editor's "Normals" channel view shows correct data). For comparison, generate a CurvatureMap layer and select it by itself - the 3D viewport correctly shows an isolated preview. Environment: 3D Coat 2026.20NS Windows Could you confirm whether this is expected behavior for Normalmap-type layers, or a bug? I'm attaching a screenshot from the reference tutorial I followed, along with a screenshot of my current state, for comparison. Thank you for your time. Best regards, Nagisa https://www.youtube.com/watch?v=OCufsTtmaPM&t=488s https://imgur.com/c9okaFt https://imgur.com/TkdQnuk
    • Nagisa
      Normalmap layer doesn't show an isolated preview in the 3D viewport when selected - am I missing something? Hi everyone, I'm still fairly new to 3D Coat, so it's possible I'm just missing something obvious here - sorry if this turns out to be a silly question! What's happening: I have a layer named "Normalmap" (Standard Blend / Add Depth) in the Layers panel. Everything displays correctly overall - the full combined result in the 3D viewport (all layers together, including the normal map effect) looks correct, not just plain color. Editing the layer also works fine, and the Texture Editor (2D window), with its channel dropdown set to "Normals", correctly shows the rainbow normal map data. The issue is specifically about isolating this one layer: when I select the Normalmap layer by itself in the Layers panel, the 3D viewport does not show a standalone/isolated preview of that layer on its own. For comparison, when I generate a CurvatureMap layer and select it by itself, the 3D viewport DOES show a correct isolated/solo preview of that layer. So the problem seems specific to the Normalmap layer not producing this kind of standalone preview when selected, even though the layer's data is correct and it contributes correctly to the final combined result. Steps: I have a "Normalmap" layer (Standard Blend / Add Depth). The overall/combined result in the 3D viewport looks correct - the normal map effect is properly applied. I select this Normalmap layer by itself in the Layers panel. In the Texture Editor, the "Normals" channel view shows the correct data. But the 3D viewport does not show an isolated/solo preview of just this layer when it's selected. For comparison, generating a CurvatureMap layer and selecting it by itself DOES show a correct isolated preview in the 3D viewport. I'm on 3D Coat 2026.20NS (Windows). Is there a setting that controls whether a Normalmap-type layer shows an isolated/solo preview in the 3D viewport when selected? Any pointers would be appreciated. Lastly, I've attached a couple of images below: a screenshot from the reference tutorial I used as a guide, and a screenshot of my current state, for comparison. Thanks in advance! Visit site to view video content. https://imgur.com/c9okaFt https://imgur.com/TkdQnuk
    • SreckoM
      Problem is that, for  some reason,  3dCoat uses really old libraries.  Yeah Wayland  is  must have,  and Vfx is always several years behind for safe reasons, but that has to change, especially  now that we have  flatpak, snap , appimages. 
    • Carlosan
      Try baking again the Curvature Map using BW method, not RGB (Edit > Preferences > Tools Tab)     Light Difference on borders happens because Preview Windows use a Front direct light for visualization   changing Contrast of light to 100 will help
    • Carlosan
      After assign any Smaterial or NodeMaterial to a layer: need a huge value on Depth to see any Depth -on Painting Room- (x10)   After Merged Visible: Gloss is Titled Mask   Merged Reflection Layer is Normal Depth, not reflection   Textures are saved on a Temp folder, I can't access to any texture baked to use as based for creation of a new Smart Material (will be better to be saved to Project Folder)   FSWNormal channel   Soft Displacement channel -> Seams visible   --------------------------------------------------------------------------------------- This are not bugs: Selecting other channel change Layer painted properties and visualization   - Over the same painted layer: if I selected another channel =>  
    • carrots
      3DCoat 2026.21 HOTFIX Aug 31 2026 - The Merge Down, Merge Up, and Merge Selected commands now automatically bake your node-based procedural materials into standard textures when combining layers. - Merge Visible now utilizes the GPU, enabling the ability to fully bake all node-based smart materials and their active PBR channels into a single layer. - You can now use the Shift + V hotkey anywhere in 3DCoat to instantly sample a color directly from your screen. - Fixed the Color Picker (Pipette) to accurately capture the pure, unlit Color, Metalness, and Gloss directly from your layers, resolving an issue where it would occasionally pick incorrect, darkened, or lit colors. - Crash fixes Portable Version: https://drive.google.com/file/d/156jfBuaFe471BWPr7HSh19pQfY--2kQI/view?usp=sharing
    • Cuquio
      Hello, I'm having a problem when using smart materials. In the preview window everything is fine, but, when i apply the material (painting or filling the layer) the cavity detail is missing. I'm using the default sphere here and it happens the same, and also with other default 3dmodels from 3Dcoat. Also the maps are baked correctly as far as I know (it actually prompts you to bake them when a material requires them). These are default materials from the software with no changes.
    • Domiek
      The flatpak worked well but the runtime it required was some 2020 or 2022 end of life on fedora 44. And of course i don't think it was made with wayland in mind. The vfx industry stuff is still x11 focused but all the major distros have switched to wayland and are dropping x11. 
    • Carlosan
      As I know, there isn't a Toon Smart Material There is some Toon Shader for Sculpt Meshes that you can bake to paint room Note: On 3DC NodeGraph is for material creation. The shader nodes system is a visual, node-based programming tool used in 3D computer graphics to create and control how materials, textures, and light interact with the surface of a 3D model.  
    • Carlosan
      no one  just asking to know more thanks !
    • SreckoM
      I think flatpak is still the best, as it is universal. OBS will not cover linux distros that flatpak can. What is issue with 3DCoat flatpak version?
    • Carlosan
      I was reading how darktable allows packagers to provide packages for multiple Linux distributions. and wondering if it would be beneficial for 3DC Linux distributions
    • SreckoM
      No did not use or try this. Why would you use this?
    • Galnart
      Is it possible to change the smart materials so they have a toon shaded look?   I really do like the new non-destructive material system.
×
×
  • Create New...