is this short for vertex and or virtual textures? how is the data stored by coat for the textures, virtual vertex texture buffer of some kind, internal to coat? these can be baked to paint meshes im guessing just like vertex materials.
Yes, that is correct. It stands for Vertex Texture, meaning that 3DCoat can store an entire texture map within each vertex. It's insane actually because of the level of detail it offers. Vertex Painting stores pixels per vertex and blends the color between surrounding vertices. But Factures/Vertexture actually stores an entire map per vertex, so the level of detail is through the roof, without the need for an uber dense mesh. And yes, it can be baked to a low poly, UV mapped mesh (in the Retopo Room) or exported directly to Blender or UE5 for example, using the simplified export dialog.
I am a bit confused. Doesn't this work with regular Smart Materials as well? Or are Factures really a completely separate Material library? I'm asking cause this has crazy potential to be used for Nanite in conjunction with the new automated export options. But not being able to use the Smart Material system is a huge stopper for me. The factures panel is way to basic in terms of blending/layer stacking compared to Smart Materials. Plus, the user has no option to use existing, bought or custom smart materials with it, seemingly. Nevertheless, this remains very impressive. And the Scale, Rotate, U and V Shift is exactly what we would need on regular, filled paint Layers as well.
Currently, it is not directly compatible with Smart Materials, although the user can (manually) load images (used in Smart Materials) into the Factures Material Pallet. Feel free to request such functionality at support@pilgway.com, as an increased number of requests development gets on any given feature, will push it higher on the priority list. There was likely a technical reason why it currently has its own Material pallet, rather than utilizing Smart Materials, but this may have been planned to implement at a later point, due to the degree of difficulty and other pressing tasks.
what you could do is paint with conditions and get sim results to smart mats but just more simple application in layers for now maybe if that works. im wondering myself here.
Someone recently asked Andrew (Owner/Chief Developer) a similar question, in the comments section of this video: ua-cam.com/video/orOuUXteLC4/v-deo.html ...and he said we will try to apply support for Unity and Unreal. If this is important to you, it would be a good idea to send him an email (support@pilgway.com) requesting it, so that it gets more priority.
@@PILGWAY3DCoat Would be a pretty cool addition and i think 3d coat should try to surf on the nanite wave and become the first app to make it the most practical workflow!
Our UA-cam Channel is not a suitable support platform. It is strictly for Tutorials and Promotional videos (administered by different staff members, often in different parts of the world). If you have a technical issue with the software, please address it to: support@pilgway.com There, the developers may need to ask follow up questions, such as which OS and build you are using, and they may need to request a workfile if they cannot reproduce the issue on their end.
Please contact support at support@pilgway.com and explain how to reproduce the issue and what OS you are using. UA-cam is not an adequate platform to troubleshoot software issues. Support may need to follow up with you, directly, including a request for a workfile in some cases.
Thanks for the tutorial. I hope in the future projection will use facture projection for high density photoscans to get a better result .
Молодці, супер!
Thanks very much for the explanation.
You are very welcome. Glad it was helpful!
thanks for the tutorial !
is this short for vertex and or virtual textures? how is the data stored by coat for the textures, virtual vertex texture buffer of some kind, internal to coat? these can be baked to paint meshes im guessing just like vertex materials.
Yes, that is correct. It stands for Vertex Texture, meaning that 3DCoat can store an entire texture map within each vertex. It's insane actually because of the level of detail it offers. Vertex Painting stores pixels per vertex and blends the color between surrounding vertices. But Factures/Vertexture actually stores an entire map per vertex, so the level of detail is through the roof, without the need for an uber dense mesh. And yes, it can be baked to a low poly, UV mapped mesh (in the Retopo Room) or exported directly to Blender or UE5 for example, using the simplified export dialog.
I am a bit confused. Doesn't this work with regular Smart Materials as well? Or are Factures really a completely separate Material library? I'm asking cause this has crazy potential to be used for Nanite in conjunction with the new automated export options. But not being able to use the Smart Material system is a huge stopper for me. The factures panel is way to basic in terms of blending/layer stacking compared to Smart Materials. Plus, the user has no option to use existing, bought or custom smart materials with it, seemingly. Nevertheless, this remains very impressive. And the Scale, Rotate, U and V Shift is exactly what we would need on regular, filled paint Layers as well.
Currently, it is not directly compatible with Smart Materials, although the user can (manually) load images (used in Smart Materials) into the Factures Material Pallet. Feel free to request such functionality at support@pilgway.com, as an increased number of requests development gets on any given feature, will push it higher on the priority list. There was likely a technical reason why it currently has its own Material pallet, rather than utilizing Smart Materials, but this may have been planned to implement at a later point, due to the degree of difficulty and other pressing tasks.
what you could do is paint with conditions and get sim results to smart mats but just more simple application in layers for now maybe if that works. im wondering myself here.
I wonder is this could be use in a nanite workflow?
Someone recently asked Andrew (Owner/Chief Developer) a similar question, in the comments section of this video:
ua-cam.com/video/orOuUXteLC4/v-deo.html
...and he said we will try to apply support for Unity and Unreal. If this is important to you, it would be a good idea to send him an email (support@pilgway.com) requesting it, so that it gets more priority.
@@PILGWAY3DCoat Would be a pretty cool addition and i think 3d coat should try to surf on the nanite wave and become the first app to make it the most practical workflow!
Fix your symmetry inconsistency issues in painting tab when drawing vertex lines! It worked in 4.9 now it doesn't work well!
Our UA-cam Channel is not a suitable support platform. It is strictly for Tutorials and Promotional videos (administered by different staff members, often in different parts of the world). If you have a technical issue with the software, please address it to: support@pilgway.com
There, the developers may need to ask follow up questions, such as which OS and build you are using, and they may need to request a workfile if they cannot reproduce the issue on their end.
0:11 My first thought were cookies.
This feature is broken in 2022.31
Please contact support at support@pilgway.com and explain how to reproduce the issue and what OS you are using. UA-cam is not an adequate platform to troubleshoot software issues. Support may need to follow up with you, directly, including a request for a workfile in some cases.