dds, but I'd assume any program that supports. dds compatibility (which can be found in the plugins collection available on the Irfanview site) to convert to. If my assumptions are correct then CustomSampler1 is the base colour, CustomSampler2 is the normal map, CustomSampler4 is glossiness and CustomSampler5 is metalness (I have no idea what CustomSampler3 is meant to be for).įYI I'm using Irfanview and the plugin for. Those should give you a clue as to which specific texture is meant to replace each of the Custom Sampler #.dds files (for example the file listed in tag TexReplacement replaces CustomSampler1.dds, TexReplacement = Custom Sampler2.dds, and so on). so, since the names aren't particularly descriptive, I found it easiest to set the custom shader up in 3D Coat as usual, then open the ShaderParams.xml file (located in the same folder) and find the TexReplacement tags. You'll need to rename the new files to CustomSampler1.dds, Custom Sampler2.dds, etc. I just found the Documents\3DCoat\UserPrefs\Shaders\PbrShaders\\ folder and replaced the default CustomSampler files with custom textures. Yes, as a temporary solution it seems to work. the shader only uses colour and cavity settings).ĭo I have to re-save the textures in the dds file format and then place them in the user folder? Without wanting to confuse things further there's also an issue where saving and reloading a file will cause objects to lose their assigned shaders if those shaders don't utilize any textures (i.e. dds format fixes the issue and baking the shader to a texture will then work correctly.ĭuplicating the voxel cube also results in the shader textures reverting to the defaults on the new layer even though the shader still appears correctly on the original layer/cube. Manually replacing those default textures with the custom textures in. dds textures contained in the new custom shader folder (located at Documents\3DCoat\UserPrefs\Shaders\PbrShaders\.) are the default shader texture rather than the custom textures that were added to the shader. Then I swapped to the retopo room and added a low poly cube and baked the textures from the voxel cube and this was the result. Using the latest version (2022.55) I created a custom shader and applied it to a voxel cube At least part of this issue still exists.
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