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Applying Shaders in Paint Room


MitchR
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I like exporting different styles of UV images from the paint room.

 

3d Coat has a nice selection of shaders that I find difficult to access in the paint room.

It would be so cool if I could create new layers and apply a different shader to each layer.

 

Anyone know?

 

Thanks!

 

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that seems too much work to bank out a bunch of shader styles.

Maybe put the function in for the next version?

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Mitch, you can only apply shaders to objects that reside/created in the Voxel (now called SCULPT) Room. When you are working a low poly mesh....either imported directly into the Paint room (from the file menu), or Merged into the Paint Room (from the Retopo room), you cannot apply shaders to them. Why? Because the whole purpose of Painting there is texture the model that will actually show up in your 3D application. If you apply shaders to those models, those shaders will not be exported. You cannot export shaders via FBX or OBJ.

 

So, the Paint room is showing you the raw, naked version that gets exported. What you can do is change the shaders of the hi-poly/voxel version and use the BAKE TEXTURE command in the RETOPO Menu. This will let you bake separate Color, Specular, and Displacement/Normal maps to an external folder.

 

If you really want to be able to apply lots of different shaders to an object, you REALLY want to do that in 3ds Max...not in 3D Coat. 3D Coat just preps your model up to the Texture MAP stage....not the shader and lighting stage. That part is handled best in your main 3D App. Hope that helps explain things. In your situation, Max is where I would set up all the different shaders you might want to work with.

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