![]() RMB->Share item/folder works correctly for PBR materials Extrude faces, extrude vertices, Intrude, Shell implemented for retopo/select/faces mode. ![]() Shaders updated, correct rendering in render room, good sss for sculpt objects. Retopo->Apply symmetry messing polygons problem fixed. 3D lasso selection quality improved a bit. Retopo shaders are pbr-compatible, retopo model lit in correspondence with panorama. When you paint with smart materials depth channel will replace current one on this layer instead of constant growing. This proble was the reason of C4D crashes durig import of Coat's obj files. Fixed problem of OBJ export, vertices are correctly distributed between objects, not concentrated in first one. Relative paths to textures in exported OBJ files. Fixed problem of "Apply symmetry" and mesh corruption. New import option for PPP - import eah material as separate UV set. Cut and Connect for lowpoly modeling in retopo room. Fixed proble related to saving/import vox tree chunks to 3B file Smoother/angulator/sublivide got 3d lasso in e-panel There will be more presets for convenience. It will help to adopt 3D-Coat's texture export for any render or game engine. Export constructor done! It is very important feature to pack many channels into one texture in customable way. CUDA and no-CUDA version unified, now all choice performed automatically. Minimal radius for spike/snake/muscle removed. Incremental render turned off for "Connform retopo mesh" mode for corret view. Included a lot of presets for export for main engines and renders. Correct mip-mapping (no aliasing or blurring) for UV-mapping mode of masks application. PSD export/import corrected - metalness channel included in layers. It simplifies applying images over the model. ![]() Transform/copy tool -> Import accepts not only psd files but regular images as well. There was problems since shaders unification. AO correctly used for PBR materials for surface /voxels. fixed problem of moving collapsed maeria preview window It was showing seams + split normals on edges. Fixed problems related to "View->View seams". Fixed problem of navigation in render room in ortho projection mode. Shift in Add/Split and Quads tools will cap the hole. prim history works correctly for voxels as well. In color picker dialog clicking outside the picker window will pick color as well. Color picker gets color from everywhere on screen. Material navigation in UV mapping mode tweaked (Speed of transformation). If you select some voume via H key VoxTree will be scrolled to show selected volume. Also you may bring paint mesh to sculpt room directly using Geometry->Paint mesh->Sculpt mesh. It simplifies workflow when you need to change something in geometry on very late stage. 3d coat 4.5 review update#It will keep painted textures and update normalmap and layers related to Sculpt volumes. There is possibility to bake Sculpt objects onto current paint mesh. Pay attention that it are essentially BETA tools. It registers Coat as usual program, it is now possible to uninstall each build from "Programs and components", each build has own place in start menu. Retopo: Update Paint Mesh with Retopo Mesh, it replaces geometry in paint room with retopo mesh Sculpt room : Geometry : Retopo mesh->Sculpt mesh IMPORTANT (main reason of this build): fixed white spot issue BIG ONE: Baking multiple useful maps in Paint room->Textures->Light baking tool nice bewel in primitives with "sector" option "Ignore back faces" works for Move tool in surface mode. Fixed "Edit projetion in ext editor" issue in vertically aligned window. ![]() Bake->Update paint mesh with retopo mesh Rename or copy MyDocs/3D-CoatV4_OLD to MyDocs/3D-CoatV4 Better - do backup of folder MyDocs/3D-CoatV4įor example, rename it MyDocs/3D-CoatV4 to MyDocs/3D-CoatV4_OLD, run beta, work there. Keep backups of scenes, presets and materials.Do NOT use beta builds in production if build is not marked as.Google drive mirror (Now with all OS builds) Of course V4 beta testing was started long time ago in 4.1 thread. ![]()
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