Author Topic: Export 2D View as diffuse texture for non-PBR games  (Read 10160 times)

As the title says, has their been any confirmation yet of a feature like this? I have been requesting it since 1.7 and i'm not the only one who would greatly enjoy this feature.

Enviromental baking doesn't simply do it for me, it still looks cheap and gritty compared to just painfully trying to gyazo the 2d and using photoshop to paste it over the UV "Which defeats the whole reason of having substance painter for me tbh."

Also apparently it was a planned feature back in June 2nd 2015. What happened to this?

https://forum.allegorithmic.com/index.php?topic=5435.0

Gyazo of dev saying it was confirmed back then in same thread: https://gyazo.com/3dc8651fb09e823f3e9ff383caae80aa

Yes this is really hard to understand that it hasn't been done already.

Specially since it doesn't look that hard to add.

Older but also really new platforms like WebGL and WebVR would so benefit from this. 

I think a lot of users, myself included, have spotted the potential for Painter to be used for non-PBR shader applications.

Like many artists I tend to author textures larger than game res which means I have to zoom-in Painter's Material view and capture it in two halves and then carefully line them up in Photoshop to make one single image, which feels unnecessarily time consuming.  :(

I've tried using a baked lighting material but the results are quite different to the Material view and not what I'm after.

My biggest bugbear though is even if I screen cap the Material view I'm stuck with what I'm guessing is a chalky fresnel `stripe' in my texture which I simply don't have time to paint out.

Does anyone have a work-around for the last point or a version of the `pbr-metal-rough' shader that has fresnel disabled or controllable?

I imagine it can be done in Designer but regrettably I don't have the skills. If not I'll have to ditch Painter which would be a shame.  :'(

Many thanks.

Apparently this feature is planned but this was almost 2 years ago back in substance painter 1. I still can't understand myself why they can't add this simple but yet very important feature in. After 2 years I think we kind of deserve to have this now. Especially people like me who bought substance painter 2 expecting this feature to be in it but was gravely disappointed.

Baked lightning just simply doesn't do it, too chalky like previously mentioned and don't get the realistic feel like I would get for gyazo the image then painfully align it to my UV in photoshop.

I guess if it hasn't been added after two years of waiting then it's not going to happen.  :'(

I'm sure it's trivial to write the contents of the Material view buffer out to an image file but maybe this kind of workflow doesn't fit Allegorithmic's `philosophy' for Painter? Can anyone from Allegorithmic comment?

That would be a shame because I know there's a big market among artists working on low-spec platforms. I've tried to evangelise the virtues of Painter to other artists like myself but when I start screen capturing the final texture they immediately switch-off and lose interest.
Last Edit: February 11, 2017, 09:58:18 pm

I guess if it hasn't been added after two years of waiting then it's not going to happen.  :'(

I'm sure it's trivial to write the contents of the Material view buffer out to an image file but maybe this kind of workflow doesn't fit Allegorithmic's `philosophy' for Painter? Can anyone from Allegorithmic comment?

That would be a shame because I know there's a big market among artists working on low-spec platforms. I've tried to evangelise the virtues of Painter to other artists like myself but when I start screen capturing the final texture they immediately switch-off and lose interest.

I feel like I was misled when I bought it sadly. I saw the thread and even saw it as a planned feature on uservoice with 165 votes and told myself "this would be great for me since I texture mostly non-pbr builds." I just can't understand why they are being so slow about this feature. I am no coder but what is so hard about coding in the ability to export the 2d viewport as a diffuse or base layer?

Also I wish to raise awareness and support for this much needed feature. I just wish more people were on this forum and voiced their wish to have such a feature added into this amazing program.

Also which program do you use to snap a picture of the 2d port? I use gyazo but I have to take it to photoshop and trim the edges and I always manage to get seams each time I do it.
Last Edit: February 21, 2017, 09:41:13 pm

Oww just downloaded 2.5 all new nice features but this is still missing it seems :(

I do a windowsscreen save and cut it out in photoshop but like you experience the textures just never really match no matter how hard i try. It gets close and i fill the open spaces with a colour as close as possible.   

Hopefully they find time for it in the next update. 


It's a very trivial news, I could not make it work well "Baked Lighting" :(


Do you know any tutorial to cut photoshop exact size?

I am posting my vote today in all the various threads that have asked for this feature!  It is needed!
At the very least, can't they just make it SAVE THE 2D VIEW WE CAN SEE - nothing else special or arcane going on.  Just give me what I can already see, it is already in there.  I cannot screenshot it perfectly square to use.  It cannot be so hard to simply capture that 1024 square and save it as a jpg!

I am posting my vote today in all the various threads that have asked for this feature!  It is needed!
At the very least, can't they just make it SAVE THE 2D VIEW WE CAN SEE - nothing else special or arcane going on.  Just give me what I can already see, it is already in there.  I cannot screenshot it perfectly square to use.  It cannot be so hard to simply capture that 1024 square and save it as a jpg!

I'll link to two in User Voice that immediately come to my mind:
https://allegorithmic.uservoice.com/forums/261284-substance-painter/suggestions/15073401-add-ability-to-save-render-fuctionality-to-main
https://allegorithmic.uservoice.com/forums/261284-substance-painter/suggestions/15073281-save-camera-view-to-make-it-easy-to-re-render-a-sc
Those two entries are cross-referenced in User Voice.
Last Edit: March 03, 2017, 02:42:12 am
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Thanks viking.

Im slowly wodering if we would be more success, if we would report forgetting to add the save 2D view button as a bug.
Since that how it feels abit to me.

Best to all. 

 

I think the fine people at Allegorithmic fail to appreciate the quality and potential usefulness of their Open GL viewport rendering.
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Hi guys,  I decided to take a different approach and suggest another way to solve our issue:
https://forum.allegorithmic.com/index.php/topic,15607.0.html
I know they added reflection to the baked light filter so perhaps they can just add height too and problem solved.

I then started wondering if some combination with a shader might help.  I cannot make heads or tails of shaders so no idea who to go about making one.

Also, is there a foolproof way to get an even light level all the way around an object?  I always end up with an "obvious back" to an item and that is not always desirable.  I used the baked lighting but i just cannot seem to find an adjustment that catches all angles evenly.

I texture for SecondLife as well and bought this program to aid in the speed of texturing over photoshop. Baked lightning really just doesn't work well and looks cheap. The better option is pretty much what I made this thread about. Giving the ability to export the 2d viewport as a texture. That way I can export normal and spec (Mostly use rough inverted) and boom looks like triple AAA graded work on SL.

Also ive put down a vote as well as this guy who already has 171 votes.

If you haven't caste a vote yet for either mine or this guy I recommend it.

https://allegorithmic.uservoice.com/forums/261284-substance-painter/suggestions/6909212-export-render-to-texture-from-2d-view-combinde-tex

https://allegorithmic.uservoice.com/forums/261284-substance-painter/suggestions/17893762-allow-the-export-of-the-2d-viewport-as-a-diffuse-t
Last Edit: March 07, 2017, 12:31:12 am

Also I am trying to raise awareness for this feature that we clearly all need. I have been poking at the devs from all fronts from steam to here trying to get them to notice this feature they clearly have forgotten.

I don't think they look at uservoice often, since there hasn't been any updated news on the one that already has 177 votes and is planned "Since June 1 2015". Also they need to take into consideration that 177 votes is well over 50 people that voted for this feature, and that's just a rough estimate not counting the possibility of people who only voted once or twice. That would mean roughly 60 people who potentially paid 150$ or 150$+75$ for upgrade to painter 2 times roughly 60 people. If you ask me that's quite a lot of money talking there which proves there is a very big market for this feature.

So maybe if we all pitch in and start poking the developers they will realize how important this feature is for nonPBR and low end spec artists and will finally deliver to us this much needed and simple feature.
Last Edit: March 09, 2017, 07:53:59 pm