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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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