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3DCoat Forums
  1. Development

    1. Announcements and new feature demos

      This area contains official announcements from the Pilgway team

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    2. New Releases, Bugs Reports & Development Discussion

      This is a section of the forum specifically for final and beta releases and discussing new developments. Also to report any new bug found.

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    3. 3.5k
      posts
    4. Coding Scripts & Extensions

      SDK, scripts & addons development.
      If you want to create or share custom scripts & extensions for 3DCoat, you can find the information here to do so.

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  2. General

    1. General 3DCoat

      Discussions related to 3DCoat, and also share ideas for improving the program.

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    2. CG & Hardware Discussion

      CG meeting area. General Discussion, News, films, games discussions, etc.

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  3. Tutorials, Tips and Tricks

    1. Beginners tutorials

      A Beginners tutorials for 3DCoat shared by the community.

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    2. Modeling

      Low Poly and High Poly modeling

      396
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    3. Sculpting

      Tutorials related to sculpt process

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    4. 231
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    5. Materials and Textures

      Information about materials and texturing with 3DC

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    6. Painting

      Tuts related to paint process

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    7. Photogrammetry & Scan

      Information related to Photogrammetry & Scan

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    8. General 3D and CG

      Learn from a range of 3D and CG tutorials.

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  4. Artwork

    1. Finished Projects

      Use this forum to show off your art work, ask for feedback, offer criticisms or write about your techniques and processes.

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    2. 3k
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  • Posts

    • Carlosan
      Yes you can Dud you have seen this introductory video ?  ?
    • Dekkard
      Very new to 3dCoat and this node base workflow is what got me interesting coming from Substance and Mari background .  Do we have the ability to have a paint node or a layer that we can add to this non-destructive material workflow  ? For example if I have a Mask network  , can I add a paint node/layer for some manual painting on top ?   Thanks
    • Carlosan
      Minimize width size on Node Inspector Panel or any other Panel, some parameters can't be selected anymore
    • chrisd
      Try exporting as Triangles, not Quads, to see if that has different options. I know quads are typically preferred, but triangles might be needed here to get a better result.
    • tomas aceytuno
      I'll look into what you mentioned; it seems like the solution lies there. Unfortunately, the version I'm using doesn't have many more export options than what you can see in the screenshot. Thanks for the tip and your help Chrisd.
    • chrisd
      You may have already tried this, but just in case you have not, per vertex normals export from Plasticity may improve the result. That works with other applications to get a good result, but I do not have Plasticity to test. Searching online indicates using Refacet when exporting OBJ exports per vertex normals.
    • Carlosan
      Suppose I need to know which node corresponds to these parameters. There is no way to select the parameter in the Object Editor so that the Node Editor automatically refreshes the node and also displays it in the Node Inspector.   Hence my proposal to maintain the groups for: Better visualization in Node Editor. Automatically creating separate categories in Object Editor. Ability to save these groups as Favorites that can be easily inserted into any Node Editor.  
    • Carlosan
      To open a project with nodes applied on the mesh takes 1 min of loading (+o-)
    • Carlosan
      Bibisco is a novel writing software that helps you plan, organize and write your story without getting lost https://bibisco.com/ If writing feels overwhelming, it’s not a lack of talent. You start with an idea you care about. Then the story begins to grow. Characters appear. Scenes multiply. Relationships start to intertwine. Little by little, the story turns into something bigger than a single idea. And it becomes harder to see how everything fits together. Not because the idea isn’t good enough, but because a novel is a complex structure.  
    • tomas aceytuno
      I think I've found the problem after many tests: deleting drivers, installing older ones, and switching between different software. If you incorporate Plasticity into your workflow and export .obj files, it saves them with characteristics that can make them look bad. After many tests and trying different workflows: If I export .obj files from Plasticity and use that file, I have these problems. If I use the Plasticity bridge with Blender and export .obj files from Blender or use 3D Coat AppLink, the problem doesn't exist. Problem: Plasticity is the problem. I'm using Plasticity 25.11.2 (I haven't updated). I've read that they've optimized the export to meshes. I don't know if it's fixed, but if you encounter this problem, you now know why it might be happening. Another way to work is to export .obj files in Plasticity with TRI Topology and adjust the MAX. Setting the width to 0.001 or 0.0001 will export a dense mesh that you can then convert or load into voxels. This is all information in case it's helpful for you with Plasticity. Thanks for your help, CarloSan.
    • For The Moment
      Hi, I noticed this question asked a lot elsewhere but haven't seen the solution, I discovered for myself, brought up anywhere else. When Applink brings back materials to Blender, often times those materials don't appear in a Cycles render. I found this is because Coat also brings back a set of empty materials and inserts them into a Collection. These empty materials get confused for the materials containing color data. You can reassign the materials but I found it easier just to delete the entire Applink collection. Is deleting the Applink Collection always practical or will there be some instances where that Collection needs to be kept?
    • For The Moment
      Thanks! I never noticed those three options (Max, Blend, Add) before!
    • Carlosan
      @carrots Hi What is the proper way to assign NG Materials by uDims ? The manual refers to this node   but... how it apply to this settings, we haven't any text reference by parameter   I was trying to offset 1 UV by uDim with no luck   The Mat is assigned by layer, not by uDim   It will be hard if we have lot of uDims assigning one by one manually.
    • tomas aceytuno
      Thanks for your quick reply. It's definitely good to know about relocating data. First, I relocated the data for each different version of 3DCoat, and after restarting, everything was still the same. Then I followed the import video steps, and when I use Flat SubD, it reappears. I tried using the modeling room and imported the .obj file from the Mesh - Import menu. Then, in the Sculpt Room, I imported Mesh from Retopo. Exactly the same. The last test was using a shader with Cavity and Flat Shading enabled. It appears the same... However, a basic shader with Flat Shading enabled looks fine. Just in case you think it might work... importing as Voxels on a Voxels layer works. That'll do for now. Sometimes, in some versions, something would fail or drive me a little crazy. Installing an update or beta version would help. It works perfectly, like magic. I was messing around on chatgpt and he told me there might be a driver conflict between the uninstalled RX 580 and my new 5070. He advised me to use a utility to remove all traces of the AMD card. It's called DDU. But it didn't work. Didn't hurt to try!   Thank you so much for your help.
    • Carlosan
    • Carlosan
      Put the cursor over the Depth Channel icon to select depth modes, and try the one that best fit your needs.
    • Carlosan
      Hi - To avoid some artifacts you need to relocate data by versions on separate folders on //documents    - Applink it is not working on v2026   - Issues with vector normals at import:  use this steps to import without troubles   Hope this help  
    • tomas aceytuno
      For the past few days, I've been encountering a problem when importing .obj files from other software. When creating a new surface scene (from the start menu) or when importing an object, it appears with artifacts, as you can see in the image. (If I load that object into Blender, for example, it imports fine, normals, etc...) A few days ago, I had several beta versions of 3D Coat: 2024, 2025, and 2026. It worked fine in 2024 and until recently, it was working fine in 2025. But I don't know what happened. Another thing to note is that tools disappeared from the menus. Even after a factory reset, they didn't reappear. For example, Extrude was nowhere to be found. (I managed to get it to reappear by deleting the 3D Coat folder from Documents.) Yesterday, I uninstalled everything, deleted the user folders, and even the Documents folder. I installed 2025.17 and the 2026.04Ns beta, and it's still the same. Now all the tools are there. Applink for blender sent object same error, import mesh .obj from Plasticity same error. Plasticity to Blender OK import .obj I think it has something to do with anti-aliasing and normals or vectors, but even after checking in Blender and exporting to import, it doesn't work. Can you help me? note:A month ago I replaced my old Radeon RX580 with a 5070. Thx. Tomás.
    • jene
      I am using version 2026.01. When I tried using 2026.04.zip, it moved correctly. thank you. 4good.mp4    
    • For The Moment
      When using depth, I am trying to keep all the paint even regardless of how many times I may pass over a previous stroke. Is there a way to keep paint strokes all at the same depth level regardless if I lift my finger off LMB and then click again and paint over a previous stroke?
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