DCC production guide

3DCoat Smart Materials Workflow Guide

Direct answer: Build a 3DCoat Smart Material as a controlled stack of color, roughness, metalness, depth, and condition masks. Calibrate it on a representative asset at known scale, verify curvature and ambient-occlusion inputs, then test the exported channels in the destination shader. Save reusable logic separately from asset-specific paint fixes.

3DCoatSmart MaterialProcedural TextureCurvatureExport

1. Prepare trustworthy mesh maps

Import a clean mesh with final UVs, material sets, scale, and tangent expectations. Bake normal, curvature, ambient occlusion, position, and thickness maps at the required resolution. Inspect skew, seams, and cage misses before authoring the material because every edge-wear or cavity condition depends on those inputs. A smart mask cannot distinguish a deliberate bevel from a broken curvature bake.

2. Design the material stack

Separate physical layers: substrate, coating, exposed wear, deposits, and hand-authored accents. For each layer, enable only the channels it truly changes. Paint metalness as material identity rather than visual brightness; use roughness for microsurface variation and depth sparingly for relief that should not alter silhouette. Name layers by function so another artist can disable or replace a stage without reverse-engineering the stack.

3. Configure condition masks

Combine curvature, cavity, slope, position, noise, and painted masks with restrained contrast. Edge wear should respond to plausible contact, not every triangulation edge. Dirt accumulation needs gravity or cavity logic plus breakup, while scratches need directional scale and density. Preview each condition alone in grayscale. If a mask only looks acceptable after extreme global contrast, return to the baked maps or projection settings.

4. Control scale and projection

Set texture scale from real material reference and test it on assets of different dimensions. Choose UV, cube, or camera projection according to seam tolerance and directional needs. Procedural noise should remain stable across the object and avoid obvious repetition. Save a neutral calibration sphere, beveled cube, and recessed panel as a test set; together they reveal projection seams, edge response, and cavity overreach quickly.

5. Export channel settings

Match the destination packing convention, normal-map orientation, color space, bit depth, and file format. Color is usually sampled as sRGB; data maps such as roughness, metalness, and AO generally remain linear. Confirm whether the target expects roughness or glossiness and whether the green normal channel must flip. Export a small test first, connect it in the final shader, and compare under the same lighting.

6. Decision example: painted steel prop

For a painted steel toolbox, create a metal substrate, colored paint coat, localized chipped edges, oily cavity deposits, and manual story accents near the handle. Keep exposed steel metallic, painted areas nonmetallic, and variation mostly in roughness. Reduce automatic wear on protected interior edges. If the prop appears toy-like, lower edge-mask width and depth before adding more noise.

7. Diagnose material failures

Uniform white edges indicate overdriven curvature or a condition ignoring scale. Seams point to UV projection, padding, or mismatched baked maps. A glossy result in-engine often means roughness was inverted, packed into the wrong channel, or imported with sRGB sampling. Excessive surface depth can disturb baked normals. If two assets receive different wear density, compare scene scale and projection size before editing the mask.

8. Evidence checklist and multilingual workflow table

Archive the Smart Material preset, layer screenshot, grayscale masks, baked-map preview, export preset, and destination-render comparison. Record texture scale, projection mode, resolution, packing order, normal orientation, and color-space settings. Show the material on both the calibration set and a representative production asset. The table below ties the reusable material, its procedural source, and team-facing terminology together.

中文English日本語Workflow use
智能材质Smart MaterialスマートマテリアルPackage reusable channel and mask behavior in 3DCoat.
程序化纹理Procedural TextureプロシージャルテクスチャControl scalable breakup without painting every detail.

Related production references

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FAQ

Why does edge wear appear on every edge?

The curvature condition is too broad, too strong, or reacting to noisy bake data. Narrow the mask and inspect the curvature map.

Should a Smart Material include hand-painted fixes?

Keep reusable logic in the preset and asset-specific storytelling in separate paint layers whenever possible.

Why is roughness wrong after export?

Check glossiness inversion, channel packing, linear sampling, and the destination shader input before repainting.

How do I keep procedural texture scale consistent?

Work at known scene scale, record projection size, and validate the preset on calibration objects with known dimensions.