Thanks Axi5 I found it . Still it's a puzzle. I see no output node . Dropped an "image from file" node and "Brick pattern" one. Now how could I make it appear on the geometry(right side pane)?
No help , you tube video or anything explaining how it works
And it was a single reason I was going to upgrade my license for
Thanks Axi5 I found it . Still it's a puzzle. I see no output node . Dropped an "image from file" node and "Brick pattern" one. Now how could I make it appear on the geometry(right side pane)?
No help , you tube video or anything explaining how it works
And it was a single reason I was going to upgrade my license for
I've hardly taken a look at it myself but you have to create the outputs yourself, they're in the MaterialIO category. MaterialIO->IOAlbedo for example. I'm fine with this but I do think an "uber shader" style output is more common these days so I can understand the confusion.
It's very bare bones at the minute. I don't think they're marketing this too heavily outside of "upcoming" videos since they don't consider it finished yet so I'd still consider it alpha.
What is pretty interesting is that you can write directly to the registers and then use them immediately, i.e. you can write to the vertex position but still read from it out to a colour all in one logical graph. It's a bit naïve though, writing to position on one node will change the other node so this should probably be read-only as best practise to be honest. Also, curiously I've just noticed they have signed distance objects in there too.
Other pain points: If you're doing anything worthwhile, make sure to save your nodes often and especially when you're done too because clicking OK seems to cause a crash when it returns back to the main interface but on the forums someone said they had success when reloading the nodes though I haven't actually tried this yet.
Triplanar has crashed it previously for me so I didn't touch it this time. I don't think those frag coords look correct at all, it looks more like Blender's position attribute (relative to bounding box), but I hadn't bothered to check the model's actual UVs.
They definitely have a special talent of making thing as confusing and puzzling as possible. Comparing to Blender shader nodes for example with Input and output groups . I have never had to read any tutorial for most parts of Blender. It's kind of self explaining after a few clicks here and there.
They definitely have a special talent of making thing as confusing and puzzling as possible. Comparing to Blender shader nodes for example with Input and output groups . I have never had to read any tutorial for most parts of Blender. It's kind of self explaining after a few clicks here and there.
Yeah it's fairly confusing and there's a lot of UI inconsistency. One thing I really don't like are the multiple rooms, I just wish there was an easier way to move my model between sculpt <-> retopo <-> paint rooms, right now the workflow is unidirectional but often times I want to swap back and forth because I know what I'm doing, 3D coat just won't allow me unless I export and reimport. Other than that it's really fun to me, and the retopo tools are some of the best in class.
Help me to create a transparent material in the 3D Coat viewport please, I cannot wrap my head around this.
I read somewhere that I need to erase on layer 0 in the Layers stack. Works, kind of. If I deactivate all other layers in the stack, with only Layer 0 visible. If any other layer is visible above, it overrides the opacity of layer 0, making everything 100% opaque again.
What is the supposed workflow here? I have a model of an insect, the wings need to be transparent. There are many layers in the stack, am I supposed to erase on each single one of the layers to make Layer 0 shine through? Do I need to put everything into a group, create a mask for the group? Or what? It is painfully not obvious for me how to achieve that.
I guess you've misread the info. If Layer 0 is visible, then it's full opaque. So turn Layer 0 visibility off and paint on as many layers above in the stack, the opacity will then depend on what's painted
Hello @Carlosan - this does look pretty damn great ! Something that many had been hoping for for a while, no doubt. Could you please clarify what is the condition to entry for this new tool ?
In other words : Is this an annoucement of something to come, or is it available already, today ? If yes, how does one get access to this beta ? For instance, does one need to be an owner of the latest license ? And from there, how is the tool activated ?
This may be obvious for those following the development of the app on a daily basis, but as someone who's been frustrated by that sort of stuff many times with 3DCoat I just don't feel like I have the courage to investigate anymore ...
[edit] Just installed 2021.59 Beta. FWIW : the Bevel tool is accessible under surface sculpt (not voxels).
- Correct spacing when you apply brushes along curves
- Attempt to solve room's layout resetting after updating. And new default layout introduce, idea is to remove all activity items from the default layout.
- Tool "Smart Extrude" is deep improved. Option SmartExtrude Const Selection Added
- Really good news. Voxel brush engine sped up several times, now it works really smooth. In some cases 2x, in some cases 10x. Still slower than surface, but not so far from.
- Sphere tool completely redone using the Voxel Brush Engine. So, it become much faster (at least 2x, but up to 20x for fast strokes). Now it is completely compatible with curves.
- Flatten and similar brushes work correctly on thin surfaces as well (of course ignore back faces required in this case).
This is a real time (no speed changes in playback) test of the Voxel brushes in 3DCoat 4.9 and the most recent 3DCoat 2021 builds (particularly build .84). Notice, there is no longer CUDA options, as this new technology should replace it.
- Faster change of sculpt layers color/depth blend modes settings, faster show/hide of the layer.
- The "multiply" blending in groups was impossible to use well, it worked only over non-transparent pixels in current groups. Now it works as other blend modes in terms of alpha, so it is better compatible with PS. But I have some doubts if it will not rise some compatibility problems.
- Testing performance. If you have performance issues, create the file timing.txt in Docs/3DCoat2021/, run coat, exit, then send me log.txt.
- Correct grow+falloff
- Fixed possible infinite loop of importing via applinks (possibly happens in win11 only).
- Fixed problem of loosing custom shader changes when you switch to render room. Important addition - now if you assign texture for shader it will be assigned to object (volume) and the shader will remain unchanged. It is very important, previously assigning texture was changing the shader for all objects that use it. Now shader may be changed only via "Edit permanent shader settings" - it is consistent.
- Fixed problem of Vox Clay + SHIFT
- Better support of 16-bit tif-s, it may be used for stencils and smart materials. Better support of normalmaps for depth maps (stencils, depth channel of materials), they will be recognized better (and converted to depth).
- Correct preview in shaders hints.
- I added the new environment map that just consists of white spot (prepared by Jama Jurabaev, he makes all his amazing sculpts with this panorama). It makes the light to be contrast and very convenient for sculpting and painting, especially in "Lock panorama" mode. I made this panorama to be default. With this light usual default PBR shaders look closer to MatCap shaders but are actually PBR (and so remain wekk bake-able). I need your feedback for this change if it is really worth it.
- Fill tool in voxels works correctly with new principles (shader-based calculations)
- Fixed problems related to unicode names of the files.
- Fixed problem of thin surfaces for molding tool, free period for the molding tool extended till the end of 2022.
- Missing tablet strokes which start from double-tap under Windows
- Constraint angle for E-mode shapes rotation with ALT+CTRL placed in preferences->Tools
- Alt may rotate the E-mode shapes: ellipse, rectangle, lasso. CTRL+ALT may be used to constraint the rotation. Space moves the shape in screen space.
- Fixed problem related to voxel primitives (sometimes adding had no effect)
- The retopo mesh may be used as the lowest multiresolution level.
- Adding the lowest multiresolution level completely rewritten to ensure good quality of details transition from low level and backward. Undo issues fixed.
3DCoat-2022-51
- SHIFT, CTRL+SHIFT smooth modes supported in multiresolution/proxy modes.
- Fixed problems related to lasso/rect selection in UV window.
- Spline-stroke (within E-modes) supports ALT rotation.
- Fixed issues related to using retopo mesh for the multiresolution
- No double click when using "WindowsInk" tablet interface
3DCoat-2022-52 Beta
- Much more stable algorithm for the multiresolution weights calculation if the decimation/retopo used as the lower multiresolution level.
BTW is there any way to have the stroke properties panel be always on-screen (either as a pin or docked out) ? It only being a temporary popout has to be the most workflow-breaking aspect of the app ...
Would also love to know if there is any way to reorder the tools inside the left panel ; or, a way to scale down the quick access popout for it to be viable when pinned (as it is currently way too large for that) :
Replies
https://streamable.com/rz1yw5
I've hardly taken a look at it myself but you have to create the outputs yourself, they're in the MaterialIO category. MaterialIO->IOAlbedo for example. I'm fine with this but I do think an "uber shader" style output is more common these days so I can understand the confusion.
It's very bare bones at the minute. I don't think they're marketing this too heavily outside of "upcoming" videos since they don't consider it finished yet so I'd still consider it alpha.
What is pretty interesting is that you can write directly to the registers and then use them immediately, i.e. you can write to the vertex position but still read from it out to a colour all in one logical graph. It's a bit naïve though, writing to position on one node will change the other node so this should probably be read-only as best practise to be honest. Also, curiously I've just noticed they have signed distance objects in there too.
Other pain points:
If you're doing anything worthwhile, make sure to save your nodes often and especially when you're done too because clicking OK seems to cause a crash when it returns back to the main interface but on the forums someone said they had success when reloading the nodes though I haven't actually tried this yet.
Triplanar has crashed it previously for me so I didn't touch it this time. I don't think those frag coords look correct at all, it looks more like Blender's position attribute (relative to bounding box), but I hadn't bothered to check the model's actual UVs.
https://youtu.be/sRkU7XB51EU
I read somewhere that I need to erase on layer 0 in the Layers stack. Works, kind of. If I deactivate all other layers in the stack, with only Layer 0 visible. If any other layer is visible above, it overrides the opacity of layer 0, making everything 100% opaque again.
What is the supposed workflow here? I have a model of an insect, the wings need to be transparent. There are many layers in the stack, am I supposed to erase on each single one of the layers to make Layer 0 shine through? Do I need to put everything into a group, create a mask for the group? Or what? It is painfully not obvious for me how to achieve that.
So turn Layer 0 visibility off
and paint on as many layers above in the stack, the opacity will then depend on what's painted
In other words : Is this an annoucement of something to come, or is it available already, today ? If yes, how does one get access to this beta ? For instance, does one need to be an owner of the latest license ? And from there, how is the tool activated ?
This may be obvious for those following the development of the app on a daily basis, but as someone who's been frustrated by that sort of stuff many times with 3DCoat I just don't feel like I have the courage to investigate anymore ...
[edit] Just installed 2021.59 Beta. FWIW : the Bevel tool is accessible under surface sculpt (not voxels).
https://youtu.be/dbEkBmw2hXU
The most recent sculpts I did in 3Dcoat 2021.
Rendered in Octane.
https://www.artstation.com/artwork/Ze5B9N
Dear Friends,
Christmas sales start !
We wish you peace, joy and family warm-heartedness during this Christmas and the whole New Year!
In the light of upcoming Holiday season Pilgway studio is happy to announce a special Christmas discount on 3D-Coat.
From December 22 until January we are offering discount on 3DCoat 2021 version.
Check out our new web-site 3dcoat.com with Buy now page to make use of this special discount.
Sincerely yours,
Pilgway team
https://twitter.com/3DCoatOfficial/status/1473571512611315721
https://novedge.com/collections/3d-coat-holiday-sales
This is a real time (no speed changes in playback) test of the Voxel brushes in 3DCoat 4.9 and the most recent 3DCoat 2021 builds (particularly build .84). Notice, there is no longer CUDA options, as this new technology should replace it.
3DCoat-2021-87
- Pass-through blending mode for groups
- Faster change of sculpt layers color/depth blend modes settings, faster show/hide of the layer.
- The "multiply" blending in groups was impossible to use well, it worked only over non-transparent pixels in current groups. Now it works as other blend modes in terms of alpha, so it is better compatible with PS. But I have some doubts if it will not rise some compatibility problems.
- Testing performance. If you have performance issues, create the file timing.txt in Docs/3DCoat2021/, run coat, exit, then send me log.txt.
- Correct grow+falloff
- Fixed possible infinite loop of importing via applinks (possibly happens in win11 only).
- Fixed problem of loosing custom shader changes when you switch to render room. Important addition - now if you assign texture for shader it will be assigned to object (volume) and the shader will remain unchanged. It is very important, previously assigning texture was changing the shader for all objects that use it. Now shader may be changed only via "Edit permanent shader settings" - it is consistent.
- Fixed problem of Vox Clay + SHIFT
- Better support of 16-bit tif-s, it may be used for stencils and smart materials. Better support of normalmaps for depth maps (stencils, depth channel of materials), they will be recognized better (and converted to depth).
- Correct preview in shaders hints.
- I added the new environment map that just consists of white spot (prepared by Jama Jurabaev, he makes all his amazing sculpts with this panorama). It makes the light to be contrast and very convenient for sculpting and painting, especially in "Lock panorama" mode. I made this panorama to be default. With this light usual default PBR shaders look closer to MatCap shaders but are actually PBR (and so remain wekk bake-able). I need your feedback for this change if it is really worth it.
- Fill tool in voxels works correctly with new principles (shader-based calculations)
https://twitter.com/3DCoatOfficial/status/1479538548156112899
Nice updates =) I'm really curious to see what you'll bring with this future automatic unwrap feature !
Source...
https://twitter.com/AndrewShpagin/status/1503537594210082820
3DCoat 2022, Factures, Blender integration
https://www.youtube.com/watch?v=orOuUXteLC4
Short summary to get Applink working for Blender 2022:
https://3dcoat.com/forum/index.php?/topic/15481-blender-applink-simple3dcoat-fork-of-the-official/&do=findComment&comment=181239
https://youtu.be/4r-sXRqwLhQ
UE5 optimized auto-export (still experimental)
This short video demonstrates how easy is to drop the static asset from 3DCoat Sculpt to UE5:
https://youtu.be/4Wvo_t6Gl6M
https://3dcoat.com/forum/index.php?/topic/27006-where-is-the-invert-tool/
At least the volumetric color is well supported in 3DCoat 2022.30!
Transition voxels <-> surface that keeps the color, smoothing, and other operations.
https://www.youtube.com/watch?v=_Zcewii0s3s
https://youtu.be/y9Rl13-Z140
Andrew Shpagin (https://twitter.com/AndrewShpagin 2)
I am working on the multiresolution sculpting in 3DCoat, and this is almost finished.
Vsion 50 is released !
- Fixed problems related to unicode names of the files.
- Fixed problem of thin surfaces for molding tool, free period for the molding tool extended till the end of 2022.
- Missing tablet strokes which start from double-tap under Windows
- Constraint angle for E-mode shapes rotation with ALT+CTRL placed in preferences->Tools
- Alt may rotate the E-mode shapes: ellipse, rectangle, lasso. CTRL+ALT may be used to constraint the rotation. Space moves the shape in screen space.
- Fixed problem related to voxel primitives (sometimes adding had no effect)
- The retopo mesh may be used as the lowest multiresolution level.
- Adding the lowest multiresolution level completely rewritten to ensure good quality of details transition from low level and backward. Undo issues fixed.
3DCoat-2022-51
- SHIFT, CTRL+SHIFT smooth modes supported in multiresolution/proxy modes.
- Fixed problems related to lasso/rect selection in UV window.
- Spline-stroke (within E-modes) supports ALT rotation.
- Fixed issues related to using retopo mesh for the multiresolution
- No double click when using "WindowsInk" tablet interface
3DCoat-2022-52 Beta
- Much more stable algorithm for the multiresolution weights calculation if the decimation/retopo used as the lower multiresolution level.
Hello,
The download page is listing 2022.47, not .50 :
BTW is there any way to have the stroke properties panel be always on-screen (either as a pin or docked out) ? It only being a temporary popout has to be the most workflow-breaking aspect of the app ...
Would also love to know if there is any way to reorder the tools inside the left panel ; or, a way to scale down the quick access popout for it to be viable when pinned (as it is currently way too large for that) :
Latest version is small, it is not enough ?