Advanced Member kirkl Posted July 28, 2015 Advanced Member Report Share Posted July 28, 2015 Whenever I try to import roughness channel into 3d coat I get noting even remotely close to what it should be looking like. Then if I Import same texture set into "PBR material" preset it's again looks totally different. What is the right procedure ? When I import just gray-scale single channel files it still asks me what channel ? Should I invert the roughness to turn it into glossiness ? I hate Substance Painter and prefer 3d coat so much but I get instant almost identical look there without any troubles Quote Link to comment Share on other sites More sharing options...
Member hansolocambo@gmail.com Posted July 21, 2016 Member Report Share Posted July 21, 2016 (edited) Well I have exactly the same issue here. I painted different elements from a full scene separately. And when I merge them together, I manage to import the textures and build the scene, but impossible to import the roughness OR metalness properly. I lose all the work I did and need to do it again. If someone knows how to do that, it would help big time ! Weird thing is the png or tga generated by 3DCoat are well understood by Unity or Sketchfab for example, but 3DCoat doesn't understand them properly and the effect I have in the viewport is nothing close to what it looked like. Here is a screenshot of the scene I'm mounting piece by piece from objects I already painted. But no more roughness/metalness information, which sucks big time ! (When importing a .3b most of the textures need to be imported by hand by the way. Importing a .3b often create layers with the texture name but nothing in it, I have to import the obj or 3b and then the textures manually). I tried every way to import (cf. "convert RGBA image to monochrome" in screenshot below) and different layer blending but can't just get (at all) the result I had when I first painted the objects.... Edited July 21, 2016 by hansolocambo@gmail.com Quote Link to comment Share on other sites More sharing options...
Member David O'Neil Posted July 21, 2016 Member Report Share Posted July 21, 2016 I don't have the answer, but have you tried opening the PNG in Photoshop or Gimp ... and converting it to a true greyscale image there, then importing that? Technically, if the image is a greyscale using color, picking either the red, green, or blue channel should be the same, because greys always are equi-color (ie - 0x00CFCFCF). So if 3D Coat isn't working correctly using one of those options, it would appear to be a bug in the program. Quote Link to comment Share on other sites More sharing options...
Member hansolocambo@gmail.com Posted July 22, 2016 Member Report Share Posted July 22, 2016 Well sadly the _rough image generated by 3DCoat is in grayscale already. That's why it's working fine in Unity or other engines. I don't understand why importing .3b files made with 3DCoat in a 3D coat scene can become such an issue. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 23, 2016 Report Share Posted July 23, 2016 Quote Link to comment Share on other sites More sharing options...
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