Smart Materials have a number of aspects in 3DCoat. There is the viewport Shading, Import/Export of Smart Material Texture maps and Smart Materials for painting physically accurate materials. More Information on PBR can be found from the following resources:
To access PBR shading parameters in the viewport, they are found in the Camera button. Environment maps are used to light the scene, and can be loaded from this area as well.
Smart Materials allow you to create and paint with Physically Based Rendering Smart Materials. These materials consist of multiple parameters to achieve realistic, or physically accurate results.
Creating a new Smart Materials can be done by clicking the + icon in the Smart Materials panel. When doing so you’ll then have access to the Smart Material Editor and can specify exactly how the material should look and feel. As many layers as you like can compose a Smart Materials, allowing for quite complex materials. There are also a number of parameters for these layers, let’s take a look at those now.
- Overall Cavity Modulator. Determines the overall area of effect for the material.
- Mapping Type. Use various mapping types to apply your material. Cube Mapping is the recommended mapping type used with seamless textures.
- Color. Specify a diffuse or albedo texture or color.
- Depth. Specify a greyscale image for depth.
- Glossiness. Specify a greyscale image for glossiness.
- Metalness. Specify a greyscale image for metalness.
- Condition Mask. Specify the area the material layer is applied to. There are various conditions, which are listed below.
- Edge Scattering. Specify with an image how the edges of the condition are treated.
- Mask. Masks with an image the areas that are and are not covered.
Conditions can be accessed by clicking the icon next to the Condition Mask layer (and next to Degree), this gives even more access to various ways to apply your material layer. These conditions are:
- Always. Applies to every pixel of the layer.
- More on Concave. Applies to areas that are more concave, and lets you fill crevices.
- More on Covex. Applies to areas that are more convex, applying the material to more rounded external surfaces.
- Less on Concave. Similar to More on Concave, but applies in the opposite form by allowing a little less in concave areas and a little more on convex.
- Less on Convex. Similar to More on Convex, but applies in the opposite form by allowing a little less on convex areas and a little more in concave.
- More on Flat. Applies only to flatter surfaces.
- More on Curve. Applies only to more curved surfaces.
- More on Lit. Applies to areas that are well lit, uses an Ambient Occlusion map to determine placement.
- More on Shadow. Similar to More on Lit, but applies to the darker areas of an Ambient Occlusion map.
- More on Top. Applies only to the upper areas of the surface.
- More on Bottom. Applies only to the bottom areas of the surface.
- More on Sides. Applies only on the sides of the surface.
3DCoat supports three different PBR workflows:
- Gloss/Color Specular
Texture maps corresponding to each of these workflows are saved upon export.