PolyHertz Posted August 16, 2014 Report Share Posted August 16, 2014 I've noticed that a lot of people seem to want the ability to lock layer 0 because they sometimes accidentally paint on it causing all sorts of potential issues. The problem is, even if a layer lock feature is implemented, there's still the potential for someone unlocking it for one reason or another and then later accidentally painting on it. I propose enabling the duplicate function for layer 0, and a feature to reset all Layer 0's channels in a single click. If you think this is a good solution to the Layer 0 problem, please vote here: https://3dcoat.com/mantis/view.php?id=1577 1 Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted August 16, 2014 Contributor Report Share Posted August 16, 2014 Or... We could have no layer visible until we create one... Logic. What we have on the layer 0 by default is actually the geo-rendering... why is it a "paint" layer ? If what we have on that by default is actually the visible geo (I know it's the "paint" on it, but to the user it's like hidding the geo)... Couple that change with fixing the damn system where it goes on the layer with paint ont it when you sample (making you paint on the wrong layer !)... and call it a day. It's not like we could warn the user with a message... ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ Quote Link to comment Share on other sites More sharing options...
PolyHertz Posted August 16, 2014 Author Report Share Posted August 16, 2014 (edited) Agreed. The way transparency is painted would have to change, but otherwise that's the better solution. I didn't suggest it because people seem to treat layer0 as some sort of fundamental element of 3DC, I have no idea why though (something about texture baking?). Edited August 16, 2014 by PolyHertz Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted August 16, 2014 Contributor Report Share Posted August 16, 2014 Maybe, but if it's for baking and that's the only reason then the logic isn't sound. baking is about transfering geometry and/or texture. The system shouldn't be based on the presence of ONE particular layer to work. If it work like that then it should be transparent to the user and be done internaly, not messing with the workflow. Quote Link to comment Share on other sites More sharing options...
Javis Posted August 21, 2014 Report Share Posted August 21, 2014 Layer 0 is weird. It contains mesh data and a "base coat" of paint for baking. If you erase the paint things still bake just fine, however the transparent areas created will be baked as alpha/trans.. Also if you hide Layer 0 it bakes fine, and entirely with alpha/trans. where any other layer doesn't contain color data. I like having that kind of control, but I think there needs to be a better way to control it. I think what you guys are proposing are controls to have, I voted. Maybe we can think of some better way to keep the control, but make it easier to deal with, and not destructive at all. 1 Quote Link to comment Share on other sites More sharing options...
New Member morritzio Posted September 1, 2014 New Member Report Share Posted September 1, 2014 The ability to lock any paint layer would be a really handy feature period . I've found layer 0 to have some use being visible though, in that if you export the layer as a PSD you get the UV wireframe layout as a channel and the UV islands as a second channel. I've found both really handy for editing my masks and textures in Photoshop.Slightly off topic : but what would also be really nice to have, would be folders in the paint room layer stack. With the ability apply a mask to the folder and have it propagate to all layers in the folder like in Substance Painter. That functionality with a PBR shader system and 3D Coat would beat any texturing application I've used hand down! 2 Quote Link to comment Share on other sites More sharing options...
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