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Ok, I will add custom size (you will be able to enter any size).

Thanks.

I was thinking about the alpha for transparency again. I know this would require per-polygon sorting if it was to be implemented the regular way. Unless (like most game engine) you enable alpha testing in the OpenGL/DX pipeline (with a 127 mid-point treshold by default). It would be absolutely cool to paint alpha cutouts and have the result in realtime. No painter has ever done this although it is actually easier to implement than having to sort polys to correctly display transparencies.

Just a though.

Franck.

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Thanks.

I was thinking about the alpha for transparency again. I know this would require per-polygon sorting if it was to be implemented the regular way. Unless (like most game engine) you enable alpha testing in the OpenGL/DX pipeline (with a 127 mid-point treshold by default). It would be absolutely cool to paint alpha cutouts and have the result in realtime. No painter has ever done this although it is actually easier to implement than having to sort polys to correctly display transparencies.

Just a though.

Franck.

In general it is not difficult for me to sort polygones clusters (now I am splitting a model on 20-100 geomerically close parts).

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Updated to V64

I had not much time today (mostly devoted to family) but I have fixed several bugs, improved work with multiple uv-sets,

also there are more variety of textre size to import, textures attached to object will be auto loaded,

improved DP and VS integration (now multiple droppings VS->DP are allowed) - but seams problem in VS->DP is not finally solved.

Now I am working over OSX version, but it still unstable. I hope it will be solved very soon.

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so am I the only 1 experiencing this layer issue with the fill tool and imported .obj with per pixel painting?

http://www.3d-coat.com/forum/index.php?sho...ost&p=16103

been there for 3 versions now....nobody else has seen this?

It happened to me too, but only the fill tool was not recognized by layers, others worked fine with layers.

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Hooray,I don't have black lines along seams when I paint anymore!! :D

But the very small black points scatered on model are still there.

(also those black points don't get exported along with the texture)

problem when saving file with invisible parent still there

cloning the children restore it's visibility but 3DC becomes possesed by some alien quirkforce when doing it

framerate becomes 3fps

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V64, my UNDO problems are gone when working on multiple materials, great. Thanks Andrew.

Auto-load texture is great too.

Another small feature I'd like to see: The ability to set texture wrapping attributes per material: repeat, mirror, clamp (standard openGL/DX stuff)

Clamp would be particularly useful to avoid the interpolation of adjacent texel when bilinear filtering of the outer texel on low-res textures and would avoid having to move UV coordinates 1 texel inward. I use that in our engine everytime.

Cheers, and once again a great release.

Franck.

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I found the reason, but problem will be solved only on newely created and saved objects.

yep,works fine on new saves here :)

thanx a lot...I was scared my files were corrupt

also I installed Alpha57 that I still had and

the problem I mentioned where brushes stop working when loading a .3b while

one already opened is not there.

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V64, my UNDO problems are gone when working on multiple materials, great. Thanks Andrew.

Auto-load texture is great too.

Another small feature I'd like to see: The ability to set texture wrapping attributes per material: repeat, mirror, clamp (standard openGL/DX stuff)

Clamp would be particularly useful to avoid the interpolation of adjacent texel when bilinear filtering of the outer texel on low-res textures and would avoid having to move UV coordinates 1 texel inward. I use that in our engine everytime.

Cheers, and once again a great release.

Franck.

Was going to suggest something like as well. Can you allow a bleed past the UV border Andrew? A couple of pixels would be great if not just allow the user to paint past the border in UV paint mode. Unless I missed an option somewhere.

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A couple problems with Alpha 64 (mac OS):

* Smoothing (shift mode) across seams creates artifacts in per pixel mode. (first screenshot)

post-1287-1237064706_thumb.png

*Smoothing (shift mode) erases specularity.

*if I paint a little and then smooth a lot in a large radius, I get artifacts like this (second screenshot) oddly enough, these artifacts aren't on the seams.

post-1287-1237064747_thumb.png

Can anybody replicate?

* the mesh does not displace either during or after a stroke (should it? it would be nice if it behaved just like regular microvertex paint. could you use tangent space normal maps for this as you are right now or would you have to use object space? Is that possible to calculate easily for per pixel painting?)

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Was going to suggest something like as well. Can you allow a bleed past the UV border Andrew? A couple of pixels would be great if not just allow the user to paint past the border in UV paint mode. Unless I missed an option somewhere.

When you save out the images it has an option to create a bleed, it works pretty well I think.

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Just playing around with the new 3DC to test it's ability to paint on lowpoly models. This is the standard cube mesh included in 3DC when you install it. :) this is a simple dirt/worn edges type map.

3dcwearntearmaptest.jpg

Btw, it works! :D

/ Magnus

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Undo of smoothing operations seems to be broken (mac os alpha 64). Undo of paint seems to work.

Occlusion calculation causes model to go all black. Turning off the occlusion layer does not fix this.

When smoothing, this happened:

post-1287-1237073592_thumb.png

Undo didn't work to fix it... Like the previous error, those black lines are not where the seams are... and i'm scratching my head as to why the normal map layer would suddenly become visible as color.

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Was going to suggest something like as well. Can you allow a bleed past the UV border Andrew? A couple of pixels would be great if not just allow the user to paint past the border in UV paint mode. Unless I missed an option somewhere.

Usually we call it "Padding".

View -> Options -> Padding

and

View -> Options -> Padding Width

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Usually we call it "Padding".

View -> Options -> Padding

and

View -> Options -> Padding Width

Well bleeding, padding and clamping are different things.

Bleeding alows for realtime bleeding of your brush outside the UV island. Hierarchical bleeding is even better for mipmaping (the further away from the island, the larger the bloc and it blends with the previous color, like maya 3d paint does).

post-497-1237115701_thumb.jpg

Padding usually refers to the extention of the border color outside the UV island when exporting, usually after painting/baking.

Clamping is a hardware feature at the texture sampler level where it will clamp UV values that are outside the 0,1 range to 1 (or 0 if it is negative). This as the effect to limit the interpolated value of the outer texel to 0,1 and avoid wrapping interpolation. It has no effect on UV island inside the 0,1 range (and doesn't change the content of the texture).

To me, having the three options available is the best solution.

Hope this helps,

Franck.

ed: image from maya 3d paint documentation added

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Alpha 64

The stamp mode doesn't work for per pixel painting.

When in stamp mode the display shows black squares where the cursor is on the model.

The first image is the results of using stamp mode for per pixel painting with the button Pen.

The second image shows the black squares when moving the cursor in stamp mode.

post-1243-1237121527_thumb.jpg

post-1243-1237121661_thumb.jpg

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