lohacellular.blogg.se

3d coat vs substance
3d coat vs substance







3d coat vs substance

You get a lot of great modeling, sculpting, retopo, etc. I know you mentioned you are only looking at the painting/UV features, but obviously 3DCoat is the better value proposition. 3DCoat has similar features, but it's going to be a destructive workflow, where Substance is much more non-destructive (maybe someone can share a better workflow for this in 3DCoat). You can apply a layer and then adjust it's mask through sliders for instance. It also does dynamic masking better than 3DCoat. Go search Gumroad or Artstation for "Substance" or "3DCoat" and you'll see what I mean. are much easier to find for Substance than for 3DCoat. For one, it's a much more popular tool, so tutorials, materials, brushes, masks, etc. However, Substance has a lot of things going for it as well. 3DCoat also has vastly superior UV capabilities - I think currently Substance Painter is only doing Auto-unwrapping which works for some cases but isn't near as flexible as the tools you get from 3DCoat. You have a lot of control over your brushes and the smart materials are really good (though the default library is lacking). It works much more like Photoshop and isn't as confusing in my opinion to just apply some paint. I think for hand-painting your textures, 3DCoat is still the better tool. Hope this helps.I'll share my 2 cents here. How this will integrate with c4d I'm not sure, but I have found that it integrates easily with Blender, but YMMV. With 3D-Coat you can create other masks that work well too, like for dust.

3d coat vs substance

You can easily separate dielectric and conductive textures using the metalness map as a mask. It makes it easier to create unique textures for similar objects. It gives you the ability to create really organic textures that look much more realistic. Some of the advantages I have found are, you don't need a huge node tree. I haven't found it much of a problem with 3D-Coat as it supports layers and it's easy to even completely redo a texture, even complicated ones. You definetely can't take the textures from 3D-Coat and then rearrange it with any other program because of this merge of all the textures. This does mean that you are reliant on these programs if you need to change the texture, which might be an issue for you. Then when you are done all of the textures get dumped or merged into a single texture map with the usual components (diffuse, glossy, metalness, etc). With 3D-Coat, and probably other such programs (substance, DD0, etc.), you can mix as many different textures together as you want, there is no limit. The node tree gets huge and cumbersome to deal with, etc. In the past I have kept the different textures separate from each other, but as you try and get them to look more and more realistic, that becomes a problem. I'm not familiar with c4d, but I have noticed with 3D-Coat that it can make texturing much more simple than the usual methods. This will entirely depend on your workflow. I see that some time have passed since Your last posts, and wondering if You came up too even better solutions lately? Maybe something for Octane for c4d? Lukas8410 wrote:Hey guys this topic is interesting for me also. Here is Roeland's node for metal textures that I modified, just copy the text and paste into Octane to recreate the node: Is this because of Octane's linear workflow? Here are the results I got:Īgain any suggestions for improving the texture would be great. To get the right color I had to change the gamma for the diffuse and gloss/roughness to 1 instead of the normal 2.2. The gloss map was plugged into the roughness pin and I checked the invert checkbox. I plugged in the color specular into the specular slot. I hooked up the diffuse and normal maps as normal. To have it work for what I needed to do I added input pins for diffuse, roughness, and the normal maps. I did a simple metal texture in 3D-Coat with the gloss/specular workflow and plugged the images into Roeland's node. I found Roeland's metal texture node that simulates Fresnel reflections with a fall-off node. The second is "Gloss/Metalness" which does not come across very well. The first one is a "Gloss/Color Specular" and outputs gloss and specular maps which works well for Octane. I have found a fairly ok technique to bring them in but if anyone can improve on it that would be awesome.ģD-Coat has two PBR workflows to generate the texture images. 3D-Coat devs have added PBR painting to the program and I wanted to move the materials into Octane to render.









3d coat vs substance