Taros Posted December 1, 2014 Author Report Share Posted December 1, 2014 @Andrew: Will screen space ambient occlusion be supported by the PBR shaders too? Quote Link to comment Share on other sites More sharing options...
Javis Posted December 1, 2014 Report Share Posted December 1, 2014 Thanks for sharing, these images look great! A question, after the model is finished, how much effort is required to get these kind of results? Are we talking a few minutes, hours, or...? Hey Robert! It's not very time consuming, if you have some materials already set, or at least some seamless textures to pipe in. And even then, depending on what you want to do, seamless textures are not required. It really depends on the situation. That said, generally speaking, with a few materials already set up, it's a matter of selecting the material, maybe tweaking it a little (or not), and then clicking. Not much more than a few minutes. If you need to also make the seamless textures, it can take a bit longer, and that really depends on the amount of work required to make the image seamless. Quote Link to comment Share on other sites More sharing options...
Javis Posted December 1, 2014 Report Share Posted December 1, 2014 I know you are joking Malo, but please Carlosan, please keep posting more coats! I visit the 3D-Coat forums for a few minutes every day (because I love 3D art, and I love this software, and I love this community), and seeing this stuff inspires and motivates me for the rest of my day! These coats are like "eye-candy" for me! ...I hope Javis shares some images of the coats he is working on too..! Ok, here is one. More later today. I've got a good mix of "effects" materials and some that I consider base materials (real world materials). 3 Quote Link to comment Share on other sites More sharing options...
Javis Posted December 1, 2014 Report Share Posted December 1, 2014 Here's an effect one on a clay model, a simple cavity fill with semi-hard edges. 2 Quote Link to comment Share on other sites More sharing options...
Javis Posted December 1, 2014 Report Share Posted December 1, 2014 Here's one more with the Stanford Thai Statue scan, with a copper base material, and two copper patina layers. One for the edges and one for flatter surfaces. Also changed the environment map for this. 4 Quote Link to comment Share on other sites More sharing options...
Javis Posted December 1, 2014 Report Share Posted December 1, 2014 Here's a quick screenshot of the ones I've done. I know, hard to see what some of them are. Sorry. You can tell the base materials from the effects type ones based off the transparent areas of the preview object. EDIT: And the ones with the hard colors. Those materials you can use Color 1 (from the color tile on the top left of the app) to modulate some aspect of the material. 3 Quote Link to comment Share on other sites More sharing options...
Javis Posted December 1, 2014 Report Share Posted December 1, 2014 One last shot. An edge faded lightly bumped paint, modulated by chosen color. 3 Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted December 1, 2014 Contributor Report Share Posted December 1, 2014 Looks nice. What about the green, blue, red, pink and orange materials. How did they work? Or for what did you use that? Quote Link to comment Share on other sites More sharing options...
Member RobertH Posted December 1, 2014 Member Report Share Posted December 1, 2014 Thanks so much Javis! So kind of like shaders that you can tweak? Quote Link to comment Share on other sites More sharing options...
Advanced Member mocaw Posted December 1, 2014 Advanced Member Report Share Posted December 1, 2014 I hope we'll be able to turn off the visability of the BG HDRI, but still light the objects with it. Some of the HDRs can really blow out BG and make it hard to see what you're doing. Otherwise- awesome sauce! Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted December 1, 2014 Contributor Report Share Posted December 1, 2014 I just now logged in and saw these new coats. Really cool Javis! Thanks so much! The old copper/patina statue, and the blue one, look really nice! It's hard to tell, but I hope there is some plastic, rubbery, and/or shiny metallic stuff in your pack too. Quote Link to comment Share on other sites More sharing options...
Member EduardoMC Posted December 2, 2014 Member Report Share Posted December 2, 2014 Wait, am I seeing this right? 3DCoat now has some kind of triplanar projection like in Mari? A texture/tileable procedural texture that can be projected in 3D space to the polygon faces facing towards it?] That's pretty kick ass. Quote Link to comment Share on other sites More sharing options...
Javis Posted December 2, 2014 Report Share Posted December 2, 2014 Looks nice. What about the green, blue, red, pink and orange materials. How did they work? Or for what did you use that? Hey Malo. Those colors on the sample icon are for when you want to modulate (by multiplying) the color of the material with another chosen color, rather than specifying an image map as diffuse/albedo. I'll be posting a video, hopefully soon if all goes well, showing this. Thanks so much Javis! So kind of like shaders that you can tweak? No problem! And yes, similar to shaders, but with many more options and control. I hope we'll be able to turn off the visability of the BG HDRI, but still light the objects with it. Some of the HDRs can really blow out BG and make it hard to see what you're doing. Otherwise- awesome sauce! Yes indeed! +1 I just now logged in and saw these new coats. Really cool Javis! Thanks so much! The old copper/patina statue, and the blue one, look really nice! It's hard to tell, but I hope there is some plastic, rubbery, and/or shiny metallic stuff in your pack too. Rubber. Wait, am I seeing this right? 3DCoat now has some kind of triplanar projection like in Mari? A texture/tileable procedural texture that can be projected in 3D space to the polygon faces facing towards it?] That's pretty kick ass. I know! It's totally crazy... And addicting to use. Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted December 2, 2014 Contributor Report Share Posted December 2, 2014 Thanks for the reply. Did that mean, it works like a material ID. So, i could put into the blue color a wood material, into the red a stone material and so on. Or did you mean it is something like hue, brightness and saturation values? Quote Link to comment Share on other sites More sharing options...
Javis Posted December 2, 2014 Report Share Posted December 2, 2014 Hi Malo! Sorry, it's a little confusing without seeing it in action. When you set the color of a material to modulate, it will create that look in the icon, and only in the icon. It's just a way to let you visually know that that particular material doesn't have a color locked in, and that you can change it to whatever color you want to use for the material. It doesn't do anything with a Color ID, this system doesn't use Color IDs. You just select your material and paint away without anything like that. It's kind of like in dDo where you can select a color for a layer, except 3DC has an indicator up front for you, so that you will know what that material is capable of, color wise, before you even apply the material. Quote Link to comment Share on other sites More sharing options...
Javis Posted December 2, 2014 Report Share Posted December 2, 2014 Scratched metal. Quote Link to comment Share on other sites More sharing options...
Advanced Member wilson66 Posted December 2, 2014 Advanced Member Report Share Posted December 2, 2014 (edited) Can't wait to try this myself! Really, really impressive. By the way, haven't used Mari in a long time (used it for texturing exclusively), 3D Coat does the job for me just fine. Started ZBrush a couple of times for ZRemesher and auto UVing, but doing all modeling and manual retopology in 3DCoat now. Thanks Andrew for your great program! Edited December 2, 2014 by wilson66 Quote Link to comment Share on other sites More sharing options...
Javis Posted December 2, 2014 Report Share Posted December 2, 2014 Soft Leather Rough Leather Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 2, 2014 Report Share Posted December 2, 2014 Javis Do you opened a side by side project in 3DC and Marmoset toolbag ? - > Dont we need Toolbag anymore ? <- confused Example Scenes: Diving helmet - metalness map workflow and transparent/glass material - By Joe Wilson Eyeballs - additive specular and parallax mapping - By Joe Wilson Scale reference mesh - roughly the size of a 6 foot tall human M7 rifle highpoly render scene - By Joe Wilson 1 Quote Link to comment Share on other sites More sharing options...
Taros Posted December 2, 2014 Author Report Share Posted December 2, 2014 my name proposal... After my first insight into the new PBR functionality: I think the best name could be "PBR Sets" Why? - The name ist short - The name is understandable for nearly everyone who comes from the cg industry - The name is neutral (No copyright problems as I see) - And the most important for me: It describes exactly what it does. You prepare a set of PBR layers to create a new material. So f.e. you can say later: "I have prepared a wooden PBR set for you." "Could you send me your PBR sets, please?" "What kind of PBR set did you used?" a.s.o. Do I am wrong? What do you think? 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 2, 2014 Report Share Posted December 2, 2014 //edit i forgot to ask what about Smart Materials non-PBR based ? how pbr-sets apply so ? remember that now 3DC accept to work in pbr and non-pbr paint modes There is just one additional parameter - Metallness. It is enough for all effects.Generally you may export in old style - diffuse + specular color and get same result in non-pbr renders. Quote Link to comment Share on other sites More sharing options...
Member mercy Posted December 2, 2014 Member Report Share Posted December 2, 2014 Scratched metal. jtj-ScratchedMetal.jpg Looks like plastic. But your wood material is awesome! Quote Link to comment Share on other sites More sharing options...
Taros Posted December 2, 2014 Author Report Share Posted December 2, 2014 //edit i forgot to ask what about Smart Materials non-PBR based ? how pbr-sets apply so ? remember that now 3DC accept to work in pbr and non-pbr paint modes hm... surprise me. Actually I don't really like "coat", because it remembers me always of "cloth". "he she it wears a coat..." But "smart material" would be finally ok for me. Quote Link to comment Share on other sites More sharing options...
Member Creator Posted December 2, 2014 Member Report Share Posted December 2, 2014 (edited) I think the best name could be "PBR Sets" I like this a lot. Coat-something is not so good. It should be short and easy, then it sounds more pro. Not some fancy-pancy hocus pocus name like Super Duper Layered Coat Shader Pack. Edit: And it should be not associated with other meaning, so users are not wondering why its named "coat" or "sock" or "elephant" etc. Edited December 2, 2014 by Creator Quote Link to comment Share on other sites More sharing options...
Advanced Member Grimm Posted December 2, 2014 Advanced Member Report Share Posted December 2, 2014 Or maybe "PBR Materials" unless that is too generic, already taken, etc? 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 2, 2014 Reputable Contributor Report Share Posted December 2, 2014 Or maybe "PBR Materials" unless that is too generic, already taken, etc? +1. Pretty direct and simple. I like TimmyZ and Artman's suggestion, too. That is "PBR Composite Materials." However, I think Andrew is settled on "Smart Materials" for now Quote Link to comment Share on other sites More sharing options...
Javis Posted December 2, 2014 Report Share Posted December 2, 2014 Or maybe "PBR Materials" unless that is too generic, already taken, etc? I talked with Andrew last night, briefly (via email), he decided on PBR Materials. Looks like you two were communicating telepathically. Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted December 2, 2014 Contributor Report Share Posted December 2, 2014 PBR material is perfectly clear. 1 Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted December 2, 2014 Contributor Report Share Posted December 2, 2014 The rubber material and the leathers look really good Javis! I was wondering, how will we apply these to our models? Is it click and drag? Or select a material, then paint it on the model, then select a new material and paint it on the model, and so on? Or do we create a mask for each material (to separate it from the others)? Or do we need a separate mesh for each material? I hope the workflow isn't too complicated. And each PBR material may have lots of layers, but are they packed up into the material as a separated group (so they don't mess with other materials) or are all the layers for all the different materials interrelated? Also, I think "Composite PBR Materials" may be the best name, but it is also a bit too wordy, so I think "PBR Materials" will work fine. It's a good name. ...I was kind of getting used to "Coat" already though. Quote Link to comment Share on other sites More sharing options...
Taros Posted December 3, 2014 Author Report Share Posted December 3, 2014 I talked with Andrew last night, briefly (via email), he decided on PBR Materials. Looks like you two were communicating telepathically. Perfect! 1 Quote Link to comment Share on other sites More sharing options...
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