16.Edit

1. Point the cursor on the "Edit" menu to see the following:

2. Undo.

3. Redo.

4. Sync layer with external editor. This command allows you to synchronize the current layer with external editor. You can set the path to the editor in options. By default it is Adobe Photoshop. The alpha channel will contain the transparency mask.

When you call on this command the program Adobe Photoshop will be open automatically with your file (1), and the mask of layer transparency will be located in alpha-channel. Then you can change it (2) and jump back to 3d-coat pressing Ctrl+ S. you will see changes you’ve done on the object in (3):

 

5. Edit all layers in external editor. Edit all layers in external editor. You can change the editor in options menu (it is Adobe Photoshop by default). This editor should be able to edit PSD - files. The texture will be stored with layers to the PSD - file, the Adobe Photoshop will run (if installed). Then you can edit the texture and even add new layers. When you will save it, 3D Coat will automatically load it.

6. Edit projection in external editor. You can edit the current projection in Adobe Photoshop using layers. You can change the editor in options menu (it is Adobe Photoshop by default). This editor should be able to edit PSD - files. The projection will be saved with layers into PSD file, then Adobe Photoshop will run (if installed). Then you can edit the texture and even add new layers. When you will save it, 3d-coat will automatically load it.

7. Change mesh and texture resolution (it changes the number of polygons of the object and size of texture)

8. Offset tool. In case the object is not square, then a message pops up to warn you that you should load plane1x1.OBJ without smoothing to be able to use offset tool. This tool comes in handy to create tiled textures with bump and specular. Once a square object is loaded, you will be offered the ''Offset tool'' window where offset values can be specified:

- U offset, V offset – texture shifting horizontally and vertically in accordance;

- Reverse shift – when activated, the option does revert shifting.

9. Calculation occlusion. This tool allows calculating the global illumination from many spot lights that are distributed over the half-sphere. The grey scale results will be written to the current layer. So it is better to create a new layer and set color operation "Modulate" or "Modulate2X". The calculation can take a long time.

9.1. You pressing on "Calculation occlusion" the warning will appear:

Here you can define:

Light sources (distribution of lights): 1) over hemisphere 2) over sphere 3) over hemisphere + sphere

Lighting render target (Place where will be rendered the result of light calculations. You can choose to add new layer automatically or overwrite the current layer. In the first case you do not forget to delete a new layer for light calculation. Also a new color option "To time" is installed for a new layer. In the case of rendering the former layer all its color information will be deleted).

Lights count (The time of calculation is proportional to that amount. The more light sources are there the better is the quality of lighting but the longer its calculation. The maximal value is 256, the minimal value – 16. The example of occlusion is shown below).

Post-smoothing steps. (Amount of post smoothing steps after occlusion calculation).

9.2. The first example – this object with render of 16 of light sources. The second example – this object with render of 64 of light sources. In these examples difference in occlusion is clearly visible on a thorax of the image of the person.

 

 

 

 

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